Exclusive Interview with KING Art - Part 2
In the 2nd part of our exclusive interview about The Dwarves KING Art's creative director Jan Theysen gives us detailed infos about the combat system and character development.
» Continue reading the article...
Exclusive Interview with KING Art - Part 1
Earlier this week we paid a visit to KING Art Games' office in Bremen (Germany) to talk about their innovative new fantasy RPG The Dwarves. We came back with an extensive interview packed full of new infos.
» Read the article
Our names in the game
A RPGWatch quest
I don't care
I propose something else
Forum Watch21 Epic Movies 2015 You Should Watch by txa1265
The Witcher 3 patch 1.10 changelog by CelticFrost
Not sure that the title of this thread should be by Ripper
Himeko Sutori, 100+ unique characters in your army, all fighting at once by Nathaniel3W
Does everyone have a Steam account? by Myrthos
Sunday - October 04, 2015
Pixel Noir - Hands On @ Cliqist
Cliqist checked out the Pixel Noir demo - some first impressions:
I'll be honest. Until now I had yet to see an RPG tackle film noir tropes. With Pixel Noir that’s changed and I decided to give the demo released for it a spin. And I have to say that the very little bit shown shows plenty of promise. While the story would probably have suited a medium like adventures better I do really like the approach that the developers are taking with this.
So, as with any good noir story, the demo starts out with a hungover Detective as he answers a knocking at his shabby apartment door. Yes, that’s the character’s name. I’m assuming that it’s a placeholder for right now and that you can rename him whatever you want when playing the full game. Anyway, you’re greeted by a client known only as “Deuce” who wants you to track down someone that’s gone silent. You pretty much have no choice but to take him up on it and you leave for the local bar.
Here’s where it stops being just another pixelated story using an RPG overlay. You get your first taste of combat in the alleyway behind the bar. And, like most turn-based games of its type you’ve got an “active time battle” system complete with standard attacks, special abilities, and items. You’re pretty much limited to using your gun and going on a “coffee break.” I didn’t use the latter but I can only assume that it’s an HP restorer.
The demo for Pixel Noir then continues as you smack the information out of the dude riddled with bullet holes and he leads you to a warehouse down by the docks. So, of course you head down there and meet up with your quarry. Who promptly tells you that things are afoot and that he’s being hunted by the same people that hired the Detective to go looking for him. Then the crap really hits the fan.
Deuce promptly shows up in the middle of the conversation, says that both parties have reneged on their “contracts” and that payment is off. Then shoots the guy that we’ve been tracking down. Followed promptly by our “hero” getting a headache and starts to see things that belong in a nightmare. Which, presumably, is tied to whatever happened to his old partner years ago that sent him to prison. It’s not really stated in what we’ve got to play around with.
Here’s what I love about what I saw with Pixel Noir so far. While we’ve barely scratched the surface and only taken on one case it does set the stage for what’s to come. It plays out just like most 16-bit titles from the past, right down to the turn based combat. Which actually works. Sometimes a shoot-out is inevitable, particularly in detective stories. It’s not easy being a down on your luck gumshoe taking whatever comes through your door, and despite only being about a half hour long it gives us a taste of what to expect. I really do look forward to seeing where they take our Detective once the game releases.
Red Solstice - Two new Reviews
Our Eye found two reviews for the The Red Solstice:
The Red Solstice Review
The Red Solstice is a tactical action RPG with all of your favourite features, minus all the unnecessary crap. Nkidu games is known for their solid releases that never (up until now) disappointed the PC-gaming community and this game is no exception.
Mars, year whatever (something in the future), you’re on a planet that isn’t earth (duh), but has been inhabited by humanity (I think it’s Mars or something). A catastrophe happened and now everything is in shambles and full of ugly creatures that are just waiting for you shoot them down. So yes, there is a story, but let’s face it, it won’t compel you, which – to be honest – fits the genre quite well. You know what else fits the genre? Everything else. The characters are visualised stereotypes, starting with the buff commanders who talk with a deep and ever so manly voice (I don’t think I need to mention the obligatory cigar in the splash picture) and ending with the petite females doing all the healing (they would make such caring mums). Neither visually, nor story-wise the wheel is being reinvented, but hey, why change something that works, right?
While some games of this kind get boring after a couple of missions where you use more or less tactics to run and gun your way through different kinds of hostile waves, TRS mixes the pace of the missions very well. A slow and hard tactical mission, where it will take you a fair amount of time to fight through the map is followed by an easier mission where the use of heavy gunners replace the need for tactics a fair bit. In most of the missions you will also have to face distinct challenges that need to be considered and worked around.
The Red Solstice delivers. You get what’s advertised and that is perfectly fine. If you enjoyed titles like XCOM, Diablo and sometimes think back to 2004’s “Full Spectrum Warrior” with a warm nostalgic feeling, then you will undoubtedly enjoy this game and it’s tactical RPG-styled gameplay. Amongst all the indie games and open software The Red Solstice might just be the most well-rounded and solid piece of software installed on my PC.
Being a marine on Mars has never been a particularly easy job. There’s always demons or resistance fighters swarming over the barren landscape, or, in the case of The Red Solstice, there’s both resistance fighters and a virus sweeping through an outpost turning everyone into violent monsters, and it’s your squad’s job to find out what’s going on and how to stop it.
The Red Solstice is a top-down, tactical game where you guide a squad of four marines through a Mars base while monsters assault you from all sides. The action is mostly in real time as your marines automatically shoot incoming enemies, but you always have the option to slow time to a crawl and strategically position and micromanage your soldiers. I quite enjoyed this mechanic and it worked quite well with the difficulty, as it forced me to assess whether it was time to run and gun or entrench my troops and weather the storm.
There are also RPG elements which allow you to customize your soldiers’ classes, stats, and weapons as you level up, though the stat boosts are so small they go mostly unnoticed.
The main campaign isn’t that long, consisting of ten missions, but there are quite a few difficulty levels and a side campaign that can be heavily customized and played solo or online. The matches consist of a grace period in which you explore the map and gather items before sending waves of enemies against the players while they attempt to survive, guard objectives or capture territories.
Despite its real time nature, its mobility accessibility is quite good. The hearing accessibility, too, is fine in-game, though it lacks subtitles for the few cutscenes. The largest problem is with the visual accessibility, as the font for subtitles and ability descriptions is small and difficult to read.
- Challenging, tactical gameplay
- Many useful game assists offset the mobility issues of real time maneuvering
- Heavily customizable side missions and multiplayer campaign
- Cutscenes lack subtitles
- The font is miniscule and difficult to read
- Some unnecessary uses of the keyboard that complicate mouse-only play
Red SolsticeSP/MP: Single + MP
Saturday - October 03, 2015
Undertale - Highest Rated PC Game Ever @ Forbes
You still haven't bought Undertale? - read this Forbes article:
A New RPG Developed By One Man Just Passed 'Half-Life 2' To Become Highest Rated PC Game Ever
I think everyone has a friend like Josh Knowles. You know, the enthusiastic gamer who’s always pulling for the underdog developer, constantly planting bugs in your ear about the next big thing that’s slightly off the radar. When he told me in no uncertain terms that I had to check out a new RPG called Undertale, I feigned interest and mentally added it to the massive list of games I want to play but, realistically, will have no time for during the holiday release onslaught.
A few days passed and he bugged me about it again. “I’m legit emotionally invested in this game,” he said. “Also, no big deal, but it’s the highest rated PC game of all time, so, maybe give it a shot?”
I pointed my browser to Metacritic and sorted all PC releases by score. There it was in all its green glory. A 97, dethroning Valve’s Half-Life 2. Surpassing Grand Theft Auto V. Coming in above Mass Effect 2, Portal 2, and Skyrim. But unlike those blockbuster AAA titles, Undertale was developed by one man. Toby Fox. It costs $9.99, and was crowdfunded in 2013 to the tune of $51,124.
Here’s a sampling of the reviews thus far:
- “Undertale is one of the best roleplaying games I’ve ever played, and I do not say that lightly.” ~Jim Sterling via The Jimquisition.
- “The fact that this is basically a one-person project only makes it more impressive, from the excellent use of simple graphics to convey emotion, to the fantastic lo-fi soundtrack. It may or may not be the best RPG you play this year, but it’s certainly going to be one of the most worthwhile—as memorable as anything in, say, The Witcher 3, and every bit as worthy.” ~Richard Cobbett via PC Gamer.
- “Undertale provided me with many hours of laughter, happiness, and warm, fuzzy feelings, all the while surprising me with some truly sad and shocking moments out of the blue. It’s the kind of game that I’ll want to replay many times in order to see how all of the various choices play out, and I’m sure I will remember it fondly for years to come.” ~Ben Davis via Destructoid.
- “Undertale is a spiritual successor of many games – Earthbound, Chrono Trigger, even drawing inspiration from more modern indies like Cave Story. Yet Undertale manages to stand on its own despite those games, and create something that will feel inherently nostalgic, soothing, and sentimental, regardless of your prior experience.” Eric Van Allen via Gaming Trend.
Based on the reviews I’ve skimmed and the gameplay footage I’ve watched, Undertale is dripping with memorable 8-bit music, a quirky and endless sense of humor that pervades ever facet of the game, and a reverence for the classic games (and gaming references) we grew up loving. Perhaps most importantly, it seems to be eliciting the kind of emotion and attachment that’s rare even with hundreds of developers at the helm.
I acknowledge that Metacritic is a joke in some circles, but it still remains incredibly relevant to everyone involved in the industry. It also makes for one hell of an impactful headline…
Still the fact remains that one-man indie developer Fox has pulled off a monumental achievement. It certainly looks like a game worth experiencing, and potentially worthy of inclusion in your Game of the Year discussions.
Next time the Josh Knowles in your life urges you to check out that unknown game, consider making room on your calendar? And note to self:
Stop ignoring indies.
Mount & Blade II - Interview @ Games Totalwars
Eye spotted this interview with with Armaganom Yavuz about Mount & Blade II: Bannerlord.
We present our new interview with Yavuz Armaganom about his new creation - Mount & Blade 2 Bannerlord II.
(For translation thanks Sasha Alexander from our group Vkontakte.)
Reporter: Could you tell us more about TaleWorlds? How great team?
Armagan: My wife and I founded the company in 2005, and over the years it grew, we now have more than 50 people. We are very passionate about games, and our core philosophy of creating games that we would like to play themselves.
Reporter: What about game development in Turkey?
Armagan: Development of a video game is a new sector for Turkey and there is still a shortage of experienced game developers. On the other hand, there are a lot of passionate young people who want to make a career in the gaming industry and we are fortunate to have the opportunity to work with a young and talented team.
Reporter: Why Bannerlord? Does the name "Bannerlord" subcontext?
Armagan: We probyvali different names, and we felt that it was the name of Bannerlord unikallnym. An important role will be played by the family and retainers. We'll talk about it soon! And, of course, as the game is now called Bannerlord, we were obliged to sdobavit editor banners.
Reporter: As the game will look like as a whole, it will be more like the first part, or it will be something new?
Armagan: The Bannerlord will be a lot of changes compared with the first part of our game, but the point of the game will be the same. We walked all over the mechanics of the game and the campaign tried to change the design of every detail, so that the campaign will igrkom smoothly plunge into the game world. In addition, there are significant improvements in animation and combat system. Improved graphics This is only onachalo.
Reporter: What is the most significant improvement in Bannerlord from the previous game?
Armagan: Frankly, we expect that the views on this will vary from player to player. We commit the same time every aspect of the game.
In general, one of our most important goals is exploring various aspects of the game.
A new game engine, New Horizon
Reporter: From the developer blog, we learned that you are using the "indoor game engine." On soklko it good for?
Armagan: We are very proud of our new game engine which we developed from the ground up for quite a long time for Bannerlord. It has a very easy to use and powerful editor, as well as the latest technology such as DX11, natural shading, aggressive use of multi-threading, and many others. Unfortunately, far too early to give exact figures, but it will be very well optimized, and we hope it will serve us and our community for many years.
Reporter: Many question arises on account of the size of the battle. I have confidence that my GTX660 can survive with 500 hundred people / horses in battle. Will work smoothly on medium game configurations?
Armagan: Performance is a priority for us, we want to see in our game, playing as many people as possible. We're trying to do that all the graphics settings can be changed, so have the players with less powerful configuration could also naslazhdatsya game. In addition, Bannerlord come a large number of performance improvements in comparison with the Warband, including the active use of multi-threading and re-design of some calculations.
We have not yet decided what will be the minimum requirements, but GTX660 definitely will play in the main settings.
Reporter: The game will be as friendly to the modders as the first part?
Armagan: Actually, we strive to modding was easier in general. This is one reason why the development of the game took longer than we expected, the system that we have come up with not only work well, but should also be easy for modders.
Reporter: The game will be more focused on multiplayer mode or single player? Will the repose of character development in the style of MMO and whether the multiplayer part of the arena or «Online campaigns"?
Armagan: We have a high standard that we strive vyderzhatv single-player and multiplayer games. For us it is not a matter of choosing one over the other. Both modes must conform to our expectations. Unfortunately, we can not disclose additional information on additional networking opportunities at this time, but the style of the game arena, of course, is not going anywhere. There will be no character development MMO style in the classical sense, as it significantly violates justice and sporting interest. However, players will be able to monitor your progress and feel without getting an unfair advantage.
Reporter: Bannerlord will be the same as the open world in the first part? If so, you increase the scale?
Armagan: The Vannerlord certainly have a map of the open world. We still decided to scale proportions, but I can say that the area of the card is approximately four times the Warband.
Reporter: Your team tries to bring more strategy to the game. Will it be done in Bannerlord in Total war?
Armagan: Bannerlord will have a large number of improvements in the management. AI It will also be greatly improved. The main focus of the game is still on a dive in his own character, so the battle will never feel like in a conventional strategy.
Mount & Blade IISP/MP: Single + MP
Release: In development
Pixel Noir - Kickstarter Update #7
The Kickstarter campaign for Pixel Noir is making its way through the stretch goals:
Folks, we have been doing an amazing job - blasting through our first two stretch goals in a couple of days! Thanks to you, both an Xbox One port and NEW GAME+ are officially unlocked! It happened all so quickly that we didn't even get a chance to tell you all about our plans for NEW GAME+! Well, we'll save that one for a future update :)
Our current stretch goal is the card mini-game. At the time of writing this update, we are amazingly a mere $75 away from having this in-game!
With 20 days still left in the campaign, I think it's safe to say that you guys are absolutely DESTROYING these goals one by one :O
Masquerada - Interview and Previews
Some news about Masquerada: Songs and Shadows, a 2.5D isometric RPG with pausable combat.
RPG Masquerada is light, fresh and, thankfully, entirely orc-free
Masquerada: Songs and Shadows may claim to follow in the footsteps of some of the RPG genre’s greatest greats, but Pat finds something completely new in an early build.
RPGs always disappoint me. There I am, keyed up to play, full of the preview promise of immersion and plot, only to be left eye-rolled by a reality of tedious bloat. Yes please, says my imagination. Being a fantasy dude in a thrilling, hundred-hour thing is something I absolutely want to do. No thanks, says my shooter-fried peanut brain after I’ve watched the eighth pretend orc, dripping in triple-A sweat, prattle on for half an hour while I fall asleep to the groan of stuffed hard drive. Take me back to the pew-pew.
But maybe, finally, I’m about to find an entry point. Masquerada: Songs and Shadows, developed by Singaporean studio Witching Hour, bills itself as following the tradition of Dragon Age and Baldur’s Gate (I’m afraid I’m going to have to assume that as truth. I tried to play Baldur’s Gate once. All I remember is a large amount of little words on the screen before I pressed “off”), but, thankfully, this is different. There’s nary a goblin in sight, and the story’s delivered in bites small enough to maintain balance between compulsion and boredom. The combat’s instantly accessible (right-click to attack, press numbers for skills, execute them with left-click) but is undercut by the ability to pause the action and assign attacks, movements and buffs to individual party members. Tactics a-go-go. Masquerada doesn’t require RPG master status to play, but it isn’t lightweight. That suits me fine. [...]
IGM at EGX 2015 – Masquerada: Songs and Shadows
In the madness that is EGX, a free leaflet and badge cut through the noise. The shiny new badge meant one thing: I was at the booth of Witching Hour Studios, showing off its 2.5-D isometric RPG by the name of Masquerada: Songs and Shadows.
Masquerada is set in a “Venetian-inspired fantasy city” called Ombre, where magic can be cast by those that have access to rare masks. The game’s unique style is apparently motivated by French comic books and games such as Bastion. Gamers will play as – among others – Cicero Gavar, an Inspettore (inspector), as he returns from “exile to solve a kidnapping that will shake up the foundations of the city.” This already had me interested, but before I sat down to try the game out for myself, I wanted a little bit of insight into what makes the studio tick.
Masquerada was inspired by the developer’s initial love of Dungeons & Dragons, which led the way for development on a title that has also been said to be heavily influenced by Baldur’s Gate, Diablo, and Dragon Age. This definitely showed each time I eagerly glanced over at the demo being played, and I couldn’t wait any longer. [...]
EGX 2015 | Masquerada: Songs and Shadows Hands-On Impressions
I was wandering the Rezzed section of EGX towards the end of my final day at the show when I overheard someone say two words that always make me stop in my tracks. Those words were “Baldur’s Gate.” My curiosity instantly piqued, I turned to see that the man who said it was a developer, and he was talking to someone as they were playing a game called Masquerada: Songs and Shadows. Naturally I paused to watch someone playing through the final boss fight of the demo, and wait for a PC to become free so I could have a turn.
While I was waiting I got a chance to speak to one of the games developers. He went on to tell me that Masquerada: Songs and Shadows is a 2.5D isometric action RPG in which you control multiple members of your party, and can pause combat at any time to plan your tactics, taking inspiration from Baldur’s Gate and Dragon Age: Origins. Before I had a chance to shout “SOLD” in his face he continued on (which was probably for the best).
The game also features a narrative experience that takes its inspiration from games such as Mass Effect, with fully voiced dialogue from the likes of Matthew Mercer, Jennifer Hale and Dave Fennoy. The game follows the Inspettore, Cicero Gavar, a Sherlock Holmes-esque character who has returned from exile in an attempt to solve a kidnapping. [...]
MasqueradaSP/MP: Single + MP
Release: In development
Hard West - A Teaser of a Teaser
The release of Hard West is not far away - Kickstarter update #35:
A Teaser of a Teaser
We all know this tactic: there's a countdown on a website, to tease the release date of a teaser of a trailer (which in itself is a teaser). The team at CFG doesn't like it either so we prefer to wait until we can say something substantial. In this case we wanted to give you a release date and details of reward fulfillment. Because we're still tweaking some details with our Gambitious friends, we can't do that yet.
But we want you to know that the game is almost ready and November is our launch target. As soon, as we're done with some Stuff that Can't Be Avoided, like delivering important builds for extra testing and localization, we'll do one more update of the Exclusive Backer Access build before launch.
We keep getting questions about buying the game from folks who missed the Kickstarter campaign window: worry not - with the announcement of a release date, which is coming really soon, you'll be able to grab a copy of Hard West. Another common one is about availability: we aim to make the game available on as many different digital stores as we can.
It's been a wild ride and it's getting close to our goal! Thank you for supporting us and being with us all the way!
- Your ever grateful and slightly worse for wear due to crunch Hard West team
P.S. In case you somehow missed this awesome write-up, see what IGN's Mitch Dyer saw in the PAX Prime demo of the game.
Hard WestSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Antinomy - New Kickstarter
Watcher Farflame spotted this new interesting Kickstarter campaign for the action adventure Antinomy:
Welcome to Antinomy, a unique 19th century Indie open world action-adventure video game bringing the "The Holy Land" to life!
Antinomy is a game set in a fictional Middle Eastern country in the late 19th century, about people from different origins coming together to fight for the same cause, which is justice. They have stood up against the tyranny of those who swore to protect them and who were left unpunished after committing disgraceful crimes against innocent people. The main character, Nathaniel, has the pursuit of justice as his mission, until one day, when he finds out something, that drastically changes his plans...
The message of the game is to promote the importance of underlying themes within the game such as family, friendship, justice and unity, and to show that despite the diversity of the characters' backgrounds, when they put aside their differences, they are able to live in prosperity.
- ~20 square kilometres open world with a vast lethal desert and a variety of other unique areas
- Most of the 800+ buildings in the world are enterable.
- 34 main story missions, 35+ side quests
- 25+ hours main storyline gameplay
- A variety of 19th century weapons including muskets, flintlock pistols and a range of Middle Eastern melee weapons.
- Trading, crafting and a dynamic world economy.
- Political alignments, shifting alliances and diplomacy and conquest
- RPG elements such as player skills and character customisation
- Innovative combat system inspired by V.A.T.S. in Fallout series
- A full body realistic injury system
PS: Kai Rosenkranz is the Soundtrack Composer!
M&M: Heroes VII - Review @ IGN
Watcher henriquejr spotted this review for Might & Magic Heroes VII on IGN:
Might & Magic Heroes 7 Review
It’s not hard to draw parallels between Might and Magic Heroes 7’s protagonist, Ivan Griffin, and its developer, Limbic Entertainment. Much like Griffin, the studio has inherited a domain and wants to play it safe by not discarding traditions or ruining the most well-regarded features. The result is a strange roleplaying-strategy experience that's at once nostalgically enjoyable and somehow unfulfilling. As promised, the spirit of the glory days of the Heroes of Might and Magic series reveals itself here, but it lacks both personality and polish even as the strategic elements provide decent challenges.
To its credit, MMH7 generally gets the broad strokes right. True to the series, this is a turn-based game about sending heroes out to explore a world shrouded in a fog of war, where they find resources, allies, and foes hidden throughout. Finding one of the latter means jumping into strategic battles that superficially resemble Holochess from Star Wars, and where your named heroes dish out damage and protect their minions for the sidelines. That's all here, and there's virtually nothing here that hasn't been seen before aside from a welcome addition in the ability to deal additional damage to enemies by flanking them with multiple soldiers. Caravans also make a comeback in MMH7 (after a disappointing absence in MMH6), allowing the hire and placement of new units in town without the need for them to travel with the hero, keeping the pace of exploration steadily entertaining.
The VerdictThere's very little that's new about Might and Magic Heroes 7, and that's a good thing when it comes to its classic-style tactical roleplaying exploration and combat and menus that make managing resources easy to understand and let heroes explore at a rewarding pace without frequent backtracking. It manages to scratch a very old PC gaming itch, at least between the awful cutscenes and performance problems.
Okay - M&M Heroes 7 is a loyal but buggy sequel that manages to scratch a very old PC gaming itch.
- Classic M&M gameplay
- Intuitive 2D town maps
- Good game modes
- Camera bugs
- Weird, stiff cutscenes
M&M: Heroes VIISP/MP: Single + MP
Friday - October 02, 2015
7,62 Hard Life - Mod for 7,62 High Calibre released on Steam
The mod 7,62 Hard Life for the tactical RPG 7,62 High Calibre has been released on Steam.
The mod is free for all who already own 7,62 High Calibre.
7,62 Hard Life is a fun made enhanced version of the original tactical sim 7,62 High Calibre. Its development started almost immediately after the original game release in 2007. Over 50 people worked on the project in total. We hope you'll enjoy this version, that is available to all owners of the original game on Steam at no extra cost.
Today Hard Life addon contains:
- 25 additional locations, including ones taken from addon 7,62 Reload (which was released in Russia only) and new ones made from scratch;
- around 30 new NPCs;
- more than 100 new story quests, including the possibility to complete the game without joining any side of the conflict, and numerous side quests;
- more than 1000 new items, including 130 new weapons;
- ability to fine tune the gameplay and functionality to your tastes (adjust an amount of enemies, Iron Man mode, hunger and thirst modeling, enhanced transport system, limiting an amount of cash NPC traders have and so on);
- many fixes for the bugs of the original game;
- widescreen adaptation;
- other improvements.
Addon is available in Russian and English languages.
7,62 Hard LifeSP/MP: Single-player
Genre: Tactical RPG
Fallout - Uncovering the true Origins @ Kotaku
Brian Fargo talks about Wasteland and the Fallout series at Kotaku:
Uncovering the Fallout Series' True Origins
The Fallout Anthology is out today, a collection of every game in the greatly loved post-apocalyptic series so far (that's 1997's Fallout, Fallout 2 from 1998, Fallout Tactics from 2001, 2008's Fallout 3, and New Vegas from 2010) that comes in an actual nuke-shaped container, which strikes me as deeply ironic given what the Fallout games have to say about nuclear war. But one crucial game is missing from that collection: Wasteland, a 1988 game for the home computers of the time. Its creator Brian Fargo would go on to make the first two games in the Fallout series with legendary studio Black Isle Studios. (He would also finally make Wasteland 2 in 2014, after a hugely successful crowdfunding campaign. A PS4 and Xbox One version is coming this month.)
Wasteland is the Fallout series' true origins. And not just spiritually: Fallout literally exists because Fargo could not get the rights to the Wasteland name from EA, who originally published it, so he had to come up with something else. As a consequence, perhaps unsurprisingly, a lot of Fallout's iconic things, people, places and plotlines originated in Wasteland.
"I think that people have forgotten, or don't know, how much Fallout was actually [the original] Wasteland 2," Fargo tells me. "My charter was like, OK, I can't get the rights to Wasteland 2 from Electronic Arts. I'm never going to pry it from their cold, dead fingers anytime soon. So, what can we do that hits on the open-world nature of it, the sense of a persistent world? Because that's what made Wasteland very revolutionary: this whole concept that you could solve things by using skills and stats on the environment, that you could talk, sneak or shoot your way out of a problem.
"There's a lot of stuff that was literally lifted straight from Wasteland into Fallouts 1 and 2, and even today. I wanted to specifically reference as much as possible without being sued by Electronic Arts. It's like if there was a movie with Han Solo in it before Star Wars." [...]
A House of Many Doors - Kickstarter Ends Successfully
Congratulations for a successful Kickstarter campaign!
-> here's the last update:
WE DID IT. One thousand, one hundred and three thank-yous are in order!
The campaign has come to a glorious, expectations-shattering end. A House of Many Doors has just been funded!
Let's review, shall we?
A House of Many Doors was covered across the PC gaming press, from Rock Paper Shotgun to PC Gamer to Eurogamer.
We reached £12,866 in funding.
That's over 300% of our funding goal.
And most importantly, 1,103 people pledged.
I am outrageously grateful to every single lovely one of you. Actually, I've had so much gratitude recently that I'm running out of ways to express it, so I'm just going to proffer a traditional “Thank you.”
Thank you, all of you.
What next? Well, I'm going to attempt to celebrate, which means I actually stop developing the game for a day! Hopefully this will mean I can interact with humans, consume non-coffee beverages, and experience this thing called “a sun” that people keep talking about.
After that, of course, there's a lot of work still to be done. I'm looking forward to it. (And I'll be providing you with regular updates along the way, of course.)
Let me say it one final time, okay? Thank you.
Now the House will rise from the dark, as terrible as it is vast. And it is infinitely vast.
It awaits you.
A House of Many DoorsSP/MP: Single-player
Release: In development
Victor Vran - Two new Reviews
Our Eye spotted two new reviews for the action RPG Victor Vran:
Victor Vran is the Action RPG from developers Haemimont Games. Haemimont have made a name for themselves as strategy specialists with Tropico 3, 4, and 5, as well as other management games too. So this begs the questions: what can a team of strategy specialists bring to make a genre that has very little strategy? And why did they then decide to ignore well established trends for that genre, removing even more strategy from it? Are Haemimont just pulling our chain, like an artist who’s thrown some paint at a canvas and called it abstract, or do they have an actual plan at work here? Are Haemimont the new Monet?
Victor Vran is an excellent entry into the action RPG genre. The focus is definitely on combat, with satisfying weapon abilities and direct keyboard control of Victor coupled with active dodge and jump functions make it feel more engaging than other ARPGs. You're restricted in the amount of stuff you can equip at once, limiting your options to a handful of possibilities so it's a welcoming game to genre newcomers but deep enough for veterans to get a kick out of it.
Hexes, challenges and secrets provide plenty of value for completionists and masochists alike but the main story on normal difficulty never really impedes you so long as you keep your equipment and spells up to date with the various drops. Similarly you'll never really be short of gold, it's a game that wants you to worry about how you're going to smash the next group of enemies, not worry about how you're going to afford a new sword or fit it into your bag.
Co-op play is also an absolute blast but not without its glitches, from invisible characters to quests not completing for one character it made for a little confusion and backtracking but never really got frustrating, even when playing on hard with all the hexes active. Overall it's a game worthy of playing solo or with friends, at turns both light and dark in tone thanks to voice actors from The Stanley Parable and The Witcher basically playing the same roles and even lampooning those, and other games.
At first glance Victor Vran looks like another entry in the Incredible Adventures of Van Helsing series of action RPGs, but in reality it’s a very different kind of animal. While there are similarities when it comes to the faux-Gothic seriousness of the story, the overall look of the game and the reliance on pop-culture references for humour, the way the two games play is very different. Victor Vran is about combat, not about character building. There are no classes, no skill trees or unlockable abilities. All skills are tied to equipment. What the eponymous character wears, wields and equips directly affects the way he functions.
A streamlined action RPG with the emphasis placed firmly on the action.
Victor VranSP/MP: Single + MP
Rite of Life - New Kickstarter
Rite of Life is a new game on Kickstarter. It's a life-sim RPG that features a player-driven open world where you start with a small encampment. Through exploring, battling and gathering resources you can turn your home into a prospering town.
Rite of Life is a life-sim RPG being developed for PC by Rebourne Studios, inspired by games like Harvest Moon, Pokémon, Dark Cloud & Monster Hunter.
Unsung Story - Reddit AMA Finished
The Reddit AMA with Playdek about Unsing Story took place a few days ago, so if you want to find their feedback on things, such as the recent PVP announcement and the reduction of the team, you can head over there and read it for yourself in all detail, including all the unanswered questions.
The focus of the game is neither PvP nor single player. The focus of the game is to be the best tactical RPG possible. Single player narrative against the AI and PvP online are play modes of the game, and therefore neither one is a focus. The tactics, meaning the character stats and attributes as well as skills, work the same no matter which mode you play the game in, and needs to be balanced evenly. Making an internal multi-player mode available first to outside players gets more hands on the tactics system and gives us more feedback to fine tune and balance the system.
Unsung StorySP/MP: Single + MP
Release: In development
Deus Ex: MD - Video Interview @ Forbes
Deus Ex: MDSP/MP: Single + MP
Release: In development
Warhammer 40K: Inquisitor - Preview @ Gamespot
Gamespot joins the ranks of those taking a look at Warhammer 40K: Inquisitor - Martyr.
While Martyr is a traditional isometric action-RPG built from elements seen in Neocore's Van Helsing games, it will also sport alterations to the formula that focus on a more tactical approach.
"Unlike with Van Helsing, we downsized the number of enemies on-screen and introduced a cover system, which is a very new concept in action-RPGs," Juhász said. "It'll require you to consider tactics. Are you going to attack the cover because they're destructible? Are you going to move behind them to flank your enemies? Your enemies might even switch sides and hide behind other cover as well, so we have a new AI that will regulate the behavior of monsters, for instance, like an AI that acts as a leader for smaller groups."
But new mechanics aside, the game would fall flat if it wasn't faithful to its universe's lore and the audience of hardcore Warhammer fans who follow it. Thankfully, many of the devs at Neocore are 40K fans themselves and are collaborating with Warhammer IP owner Games Workshop to create an experience that will appeal to its different audiences.
Warhammer 40K: InquisitorSP/MP: Single-player
Release: In development
Thea: The Awakening - First Impressions @ Nayla Games
Nayla Games made a first impressions video about Thea: The Awakening:
We take a quick look Thea: The Awakening a 4X rogue-like strategy game!
Really enjoyed the role play and story telling in this :)
Find this game on Steam Early Access.
Thea: The AwakeningSP/MP: Single-player
Jotun - Two Reviews
The first reviews for Jotun are coming in - thanks Eye!
Jotun Review: Impressive to Mortals and Gods Alike
Jotun is a hand-drawn action and exploration game developed by Thunder Lotus Games; it’s also one that IGM has been following closely since the Kickstarter campaign in 2014. The premise is a simple one: Thora, a Viking who died ingloriously, is sent to Norse purgatory to prove herself to the gods in order to enter Valhalla. The journey itself is fairly short, but the challenge factor is high, giving Jotun a leg up where it might otherwise feel a bit light on content; with the visuals factored in, Jotun is quite an impressive game.
The story begins with Thora being told that she must defeat a series of jotun (Norse gods) in order to prove herself worthy to enter Valhalla. The player is then dropped in front of Yggdrasil, a giant tree that, in Norse mythology, connects the nine worlds to each other. A network of roots, poisonous mushrooms, and blue healing flowers await the player as they run through to activate three Dis (guardian spirits) in order to gain access to The Void within Yggdrasil, where the journey truly begins. The first enemy faced is Draugr, a guardian of The Barrow Mound; players should enjoy the lower-level challenge he presents while they can, because it only gets more difficult from there on out.
Overall, Jotun is a well-designed game with very few flaws. Thora’s base speed, only increased by a short ability, was an issue, as exploration seemed to drag a bit in certain areas; boss battles were made just that much more difficult because timing is so imperative, and Thora can only go so quickly. Her powerful attack has the same effect, being so slow as to demand precision with use, else the opportunity to strike would pass. Aside from that (and perhaps because of it), Jotun‘s challenge level offers the kind of difficulty not often seen in games, today, as bosses are typically seen as a stepping stone to the end. In Jotun, the boss battles are the point, and that point is made quite soundly.
Hand-drawn/painted art is gorgeous
Soundtrack is divine
Boss battles steal the show
Thora’s speed feels cumbersome
Jotun Has One of the Craziest Boss Battles I’ve Played in a Long Time
Yesterday I played one of Jotun’s boss battles over and over for 6, 7, 8 hours. I died dozens (hundreds?) of times. I should hate it, right? Nope, I loved every agonizing second of it.
Jotun is an action-adventure/exploration game where players control Thora, a warrior woman trying to ascend to Valhalla after she’s died an inglorious death. To gain admission to the Norse mythological afterlife, she has to impress the gods and defeat five Jotun, elemental giants who rule over different realms. I’ve fought two of these big adversaries so far and really enjoyed the steep level of challenge in each encounter. [...]
M&M: Heroes VIISP/MP: Single + MP
Megamagic: Wizards of the Neon Age - Kickstarter Update
Beautifun Games will present their current Kickstarter project Megamagic: Wizards of the Neon Age at the Madrid Games Week:
"Megamagic" is Diablo meets PKMN meets Zelda meets C&C, with 80s vibes all over it!
Hi, our dear backers!
Today Madrid Games Week starts! One of biggest and finest Spanish events on videogames. It's mostly dedicated to AAA studios and so, but there's also room for indie studios. And there we're headed!
We woke up around 5am and took a plane to go from Barcelona to Madrid. We are pretty excited! Here you can see our booth. Do you like it?
We have a playable demo that challenges you to beat a small dungeon with its own boss. We also have a mini-tournament mode where you fight another wizard following very special rules. We have some of our beautiful prints as a prize for the brave ones who beat the demo. And we also have some cool retro props!
We love this kind of events because it's an opportunity to celebrate everything that revolves around being an indie studio. We get some sweet exposure, but also we get to see how people realy interact with Megamagic. And we get to see our dear indie friends from other parts of Spain.
PCInvasion - UK Consumer Rights Act 2015
PCInvasion outlines the broad implications of the UK Consumer Rights Act 2015 for digital video game purchases.
As of today, 1 October 2015, the new UK Consumer Rights Act is in force and applicable to various business-consumer transactions. ‘Digital content' is one such transaction, which, to put it in less soul-less terms, means PC games bought from online stores like Steam, GOG and so on.
Though I've linked to the Act itself up there, that's probably not the best way to digest these changes. Instead, I'd recommend this helpful document, put together by legal firm Purewal & Partners. It lays out what the new UK Act could mean for games sales in a far more straightforward way.
So what does this UK Consumer Rights Act mean for me then?
It says that games must be of "satisfactory quality", "fit for purpose" and "as described". If they don't meet these requirements at the point of sale, the customer is entitled to a repair, replacement or reduction in price (probably in that order).
The Act applies to business-customer transactions where a digital game is bought from a store (Steam, etc), in-game purchases within Free-to-Play games, and even digital ‘Early Access' games.
According to Purewal, the Act "technically" applies in all cases where the customer is located in the UK (no matter where the seller is located). However, they note that it's "likely" that any regulation will focus on UK-based companies, or those with an established UK presence.
Okay, but you mentioned Early Access games. They’re all broken shite, so surely I’m protected if I buy one of those?
Purewal’s opinion is that the same standard will be applied to Early Access games as finished titles, namely: “what would the objective, ordinary person consider reasonable in the circumstances?” They acknowledge it’s “likely” that a lower standard of quality will be applied (in reference to the fact that Early Access titles are, by definition, unfinished), and suggest that the game’s point-of-sale description will be “highly relevant”.
Interestingly, it seems that a general “this game has bugs, lol!” disclaimer won’t be sufficient. But specific issues being brought to customer attention (for example, disclosing that only the first two levels of five are in a completed state) might be considered enough of a warning.
Again, it’s a vague and (legally) untested area.
Right, assuming that a game is deemed in breach of the Act, what does that get me?
Well, for a start remember that you now have a 14 day period during which a digital game can be returned for a refund, no questions asked. This isn't quite as amazing as it sounds, because stores like Steam are allowed to add stipulations like "this stops counting after you've played it for two hours".
Beyond that, though, you will be entitled to "repair or replacement". These have to be provided in "a reasonable time" and at no "significant inconvenience" to the customer. Those adept at spotting patterns will have noticed that this language is also rather subjective.
"A reasonable time" in Purewal's view, will be judged against historic industry standards. "Repair" is almost certainly going to wind up meaning "a patch which fixes things". "Replacement" is easy in cases where a physical disc is damaged, but is a bit less clear when it comes to digital games. It may be a desired game of equivalent value, but, like so much of this brand new Act, this hasn't been put to the test yet.
Deus Ex: MD - Pre-order Program Killed @Wired
Wired brings news on the cancellation of Deus Ex: Mankind Divided's pre-order program.
Videogame pre-orders are a mess, which is why it's a welcome surprise to see Square Enix announcing that it's going to discontinue the controversial "Augment Your Preorder" scheme for the upcoming Deus Ex: Mankind Divided.
Square Enix cited "a resounding amount of negative feedback" as the reason for canceling the program.
It's become standard operating procedure in the past couple of years for videogame publishers to offer incentives like downloadable content to fans who pre-order their games.
Mankind Divided‘s pre-order scheme was more Byzantine than most, which is saying something. It was tiered, providing increasing amounts of rewards based on the total number of people who pre-ordered the game.
The final tier even offered fans who pre-ordered a chance to play the game four days before the official release date, the "everyone has to clap to bring Tinkerbell to life" of advertising gimmicks.
In place of the old program, all pre-orders and purchases of the Day 1 Edition will now come with all available rewards, and the game will be made playable to everyone at the same time, on the official release date of February 23, 2016.
From the Deus Ex website
Shutting Down Augment Your Pre-Order
At both Square Enix and Eidos-Montréal, we've been listening to everything you've had to say about the Augment Your Pre-Order program. When it was first conceived, we wanted the program to give you more choice about what you received in terms of pre-order incentives - because we've seen in the past that when we choose those packages ourselves, and split them across regions, it has caused frustration. We quickly noticed that this approach created even more frustration than before, resulting in a resounding amount of negative feedback.
We've spent a lot of time reading through all of your comments, working to understand how we can try to make things right for you. After much thought and reflection, we decided to close down the program and make all of the incentive content available to anyone who pre-orders Deus Ex: Mankind Divided or purchases a Day 1 edition of the game. Additionally, the release date will no longer be changed in accordance with pre-order numbers, and everyone will gain access to the game on February 23rd, 2016.
Your feedback and input is of the utmost importance to us-- as it's your loyalty and passion for our franchises that gives us the opportunity to continue providing you with great gaming experiences.
To our faithful fans who've already pre-ordered: we will be taking care of everything necessary to ensure that all of the changes to the program will be automatically applied to your purchase. Meanwhile, we'd like to thank everybody for their feedback - we know this wouldn't have happened with a game that nobody cared about, and we're just focusing now on delivering a game that lives up to your hopes and expectations.
Thanks for your support!
Deus Ex: MDSP/MP: Single + MP
Release: In development
Thursday - October 01, 2015
Baldur's Gate - Blathering into the Labyrinths
Lilura ventures onwards in part 6 of her playthrough of Baldur's Gate through the Labyrinth of the Warders, the Labyrinth of Doors and more of Durlag's Tower .
Generic (i.e, non-scripted/hardcoded) monsters respawn at intervals to hinder the party as they backtrack through corridors and chambers in their attempt to solve the puzzles, but respawns can be suppressed by camping a party member in line-of-sight of the spawnpoint. Reloading also refreshes generic spawns and may add to already-existing ones (true of the campaign in general). Resting frequently results in ambushes, but having to defend the camp against a few Ghasts is preferable to hiking all the way back to town, which is annoyingly time-consuming and may result in overworld waylays, anyway.
The gating encounters, the convo with Bayard (see the "cellar" section, below), the type and number of hostile denizens, the fifth circle scroll drops and the tough traps and locks all point to the design of Durlag's Tower catering to parties of maximum level, or not far off. Sure, veterans may start off with a first level party and rapidly gain levels as they go, but for the purposes of my treatment the party will be borderline-maxed, as that's what the design calls for.
In addition to a thief, new players are advised to bring along a bard for their valuable loremastery, enabling them to easily identify magical items instead of relying on the Identify spell, which consumes first circle spell slots that should instead be loaded with Magic Missile, Chromatic Orb and Blindness. (Ninth level casters unleash five missiles inflicting 1d4+1 damage each. That's respectable, and it's also handy for dispersing mirrors and spell disruption. A seventh level+ caster will unleash an orb inflicting 2-16 damage and stunning the enemy for 20 rounds. Nice! I have already espoused the virtues of Blindness in my Arcane Spells section of Blathering Part II.)
Baldur's GateSP/MP: Single + MP
Hyper Light Drifter - September Update
Eye found a new update for Hyper Light Drifter in which some PAX pictures are shown and a development update is given.
After a brief respite from PAX, we picked up where we left off: ironing out the full gameplay loop. We're planning more extended internal play tests now that we're nearing the tail end of content production.
I'll let Teddy, systems wizard and designer extraordinaire on the Heart Machine team, provide insight on this subject:
"Let's be real. Everyone at Heart Machine has gotten pretty good at playing Hyper Light. While that makes us feel pretty bad ass, it makes us terrible judges of how difficult or understandable our own game is to play. The most valuable and painful tool we have in game development is what we call "playtesting" ~ putting the controller into the hands of someone outside the team, and having them play as total rookies with no help or instruction from us.
For the last 6 months, we've been holding a formal full-team playtest every 2 weeks. We usually ask a friend or other developer who hasn't played Hyper Light to come to Alex and Casey's house, where we all gather on the couches and watch them play. It's incredibly useful to watch them play, to see what they understand and what they don't, and how much challenge or frustration the game is giving them. These tests can be very validating, and sometimes painful to watch a player struggle against a part of the game we thought would be relaxing... even see them get frustrated. Ultimately, the point is to catch these issues and bugs, and spot them as early as possible. It's a vital part of the development process... and then we can all have pizza together."
Hyper Light DrifterSP/MP: Single-player
Release: In development
Undertale - Review @ US Gamer
Undertale is NOT an underdog anymore - another raving review on US Gamer:
Undertale PC Review: The Art of Surprise
Toby Fox's subversion of Japanese RPGs is equal parts inventive, touching, and brilliant.
As a reviewer, the most difficult part about communicating Undertale's greatness is the fact that it works best when you're not aware of the many surprises packed within.
On the surface, Undertale appears to be a loving sendup of the Japanese RPG genre, with many cues taken from Nintendo's EarthBound series of RPGs—specifically, Mother 3, a 2006 Game Boy Advance release that never reached our shores and developed a cult following as a result. But, soon after the tutorial dungeon, Undertale reveals itself to be something much greater than a clever homage. While it uses the grammar of a Japanese RPG as its basic framework, Undertale doesn't aspire to be an especially straightforward take on the genre.
Regardless of its indie status, Undertale is one of the best and most inspired RPGs in years. By playing with traditional, turn-based mechanics, creator Toby Fox has crafted an experience with a legitimate surprise around every corner. If you have a PC and ten bucks, you owe it to yourself to play this amazing game.
For the King - Dragon, Pirates and Werewolves
As the For the King Kickstarter has reached 6 digits a vote on the $155K stretch goal is explained. All backers can select if the $155K stretch goal adds dragons, pirates or werewolves.
If backers select the Dragons stretch goal option we will be expanding our existing Dropstone Badlands realm to include a long history of dragons. The Dropstone dragons are solitary creatures and even in their homeland they are still an uncommon encounter. Dragons are not limited to this realm as they have been known to migrate to other environments. They tend to not bother those who give them space but there is no fury like that of an angry Dragon, the most powerful force in all of Fahrul.
If backers select the Pirates stretch goal option we will be creating an entirely new realm with a tropical theme. It will be a water based biome that is littered with islands which require an alternative form of travel to navigate through. With this biome we will include a new type of dungeon, the Pirate Cave! Complete with it’s own unique flavor of traps and treasure!
If backers selected the Werewolves option we will be creating an entirely new realm called the Twisted Hollows themed in a Halloween/Transylvanian aesthetic. At nighttime is when this realms evil underside reveals itself for here lurks the werewolf. If an adventurer encounters this creature in the Hollows and also gets "the bite", that player will then carry the curse of lycanthropy for the rest of the game.
For the KingSP/MP: Single + MP
Release: In development
Xenonauts 2 - Could be in Development
At the Goldhawk forums a post is made about Xenonauts 2, which they are thinking about to develop. In th epost an overview is given of what they have been working on, like improving the aliens.
Aliens: We're working on redesigning the aliens from Xenonauts 1 to make them more interesting, both visually and in terms of the core mechanic for each race. We've got some new ideas for all of the races and we've got some concepts done for the updated Sebillian and Caesan designs that look quite a bit more "alien" than before.
We're playing with the idea of making the Caesans a hive consciousness, with weak drones (above) and more threatening officers. The officers get significant bonuses in combat for each nearby drone, and there is a single collective psionic power attack performed each turn. This might lose power as more Caesans are killed, or perhaps it just gets stronger each turn to encourage the player not to turtle when fighting Caesans (or possibly both).
The Sebillians might have their regeneration turned up to eleven to make them more interesting to play against. At the end of each alien turn, all Sebillians will return to full health ... but in exchange, every time they take damage their maximum health falls by, say, 25% of the damage sustained. However, getting a Sebillian down to 0 current health will only temporarily incapacitate them and they will stand up and start fighting again after two or three turns.
To actually kill a Sebillian you need to reduce its maximum health to 0, but units will get significant bonuses when aiming at an incapacitated Sebillian. Getting up close and empting a few rounds into it would finish it off pretty quickly ... but trying to do it at long range is much harder, so it gives these guys a passive semi-resistance against sniper tactics.
Xenonauts 2SP/MP: Single-player
Release: In development
Popup Dungeon - Development Timeline
In an update for Popup Dungeon we learn that the dungeon system rework is done and a timeline is presented for the next period up to alpha.
Because we didn't want you to go another month without an update, and to keep the updates from becoming too long, we’ve gone ahead and split the mega update we had planned into two. In this update, we’ll go over everything that’s left to be done before Alpha. In next month’s update, you’ll get a first look at the much improved tile sets. Although we are media-ready for the Alpha, there is still much programming and design left to be done. Here is a timeline of the remaining work:
For the introduced delay the following reasons are given:
We’d like to reiterate the reasons for why there’s been such a delay on the Alpha. As we continued development, we realized that forcing an early playable demo would’ve taken somewhere between 6-8 months. In many games, this may not be a huge concern; you can create a level or two, perhaps missing a few assets and mechanics, and allow players to experience them as you continue to work. However, because Popup Dungeon is essentially a creation engine, developing enough enemies, characters, abilities, and items to make for a substantial gaming experience would take much longer to do without the tools we’re developing to make their creation so simple. To make matters worse, because they would’ve been created in a different way, it’s very likely that we would’ve had to remake all of the assets in the new systems.
Popup DungeonSP/MP: Single-player
Release: In development
The Dwarves - Funded! 7 Days for Stretch Goals
With The Dwarves funded King Art have released an update on kickstarter and a gameplay video.
For the last few hundred dollars the suspense was almost too much, but thanks to your help we have reached the Funding Goal! :-D
Thank you so much!
We've got about 8 days left to reach at least one of our Stretch Goals. That should be manageable, don't you think?! From now on the PayPal money counts. It's about $14.500, so it's only $60k to the first stretch goal!
We will have another update Saturday (?) where we will explain the four Stretch Goals in more detail. Basically, it works like this: For every $75k pledged on top of our funding goal, you - the Backers - will be able to choose one of the four possible Stretch Goals which we will then incorporate into the game!
Huge, new in-game video!
In the last 3 weeks we worked hard on making a playable game out of all the separate pieces we had. You can see the result of our efforts in our new Gameplay-Video that shows the first 10 minutes from the start of the game.
Of course, all of this is still "Work-In-Progress". But we integrated hundreds (!) of small things into the game to slowly make "The Dwarves" into a real game ;)
Enjoy the video and please share it!
They are also promoting a Thunderclap so get involved if you want to lend support.
We started a Thunderclap-campaign to hopefully gain more attention for the game and more easily reach our next Stretch Goal. If you sign up for it you give Thunderclap permission to send the displayed message through your Facebook- or Twitter-Account. Because the message will be sent by all participants at the same time, it will have a much greater effect.
We would really appreciate your support!
The DwarvesSP/MP: Unknown
Release: In development