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Dungeons of Chaos

2018-02-08

Dungeons of Chaos Review

Forgottenlor reviews a game that takes us back in time to the good old days.
» Continue reading the article...

RPGWatch

2018-02-01

Game of the Year Awards 2017 - Most Promising RPG

What is the most promising RPG of 2018? Like every year, you had your say. Check out the details to find out what games we and our visitors think are most promising.
» Read the article

Recent articles










Picture Watch

Shadowrun: Dragonfall
Box Art

Poll Watch

Are you excited about the 2018 games?
Absolutely not
2.04%

Not really
24.49%

Somewhat excited
32.65%

Oh yes!
40.82%

Vote

Expected Releases

Feb: Xploquest 2
Feb: Into The Breach
Feb: ATOM RPG
Feb: For the King
Mar: Dead Cells

Wednesday - February 21, 2018

Immortal Unchained - Gameplay Trailer & Alpha Test

by Silver, 07:46

@DSOGaming Immortal Unchained is a science fiction, hardcore action RPG which will have a closed Alpha test March 8th.

Beginning Thursday, March 8 and running until Monday, March 12, the closed alpha test will offer PC players the first look at two locations from Immortal: Unchained’s dark and unforgiving world, while experiencing the game’s brutal combat and tactical gunplay for the very first time.

Players will also be invited to share their feedback with the development team to help refine the game and are encouraged to share their thoughts and experiences via the Immortal: Unchained Steam page and other social media channels. In other words, there won’t be any NDA for this closed alpha test.

[...]

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General News

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

Details

Low Magic Age - Adventure Preview #12

by Silver, 02:02

Low Magic Age talks about its adventure preview for the last time. Expect the first version of adventure mode March or April. Screenshots are at the link provided.

Adventure Preview #12 (the final one)

Day/Night and Camping

The most direct effect of the day and night alternation to the adventurers is the scope changing of the field of vision. Beware of wandering monsters out of sight when traveling at night.

In the case of sufficient supply, your adventure party can take a rest at any time of the day to restore damage caused by combat and exploration. If there is no rest for a day, your party will automatically consume a supply and take a rest at the end of the day.

Jurisdiction and Subordination

Various settlements will form the relationship of jurisdiction and subordination according to their size. Villages generally belong to nearby cities, and cities may govern a number of villages. The population, prosperity, and various supplies of settlements under the relationship will interact with each other.

Fortresses are an exception. As a military stronghold, a fortress generally belongs to a nearby city, thus obtaining the supplies needed. But fortresses do not have the civilian population, do not accept block trade, and generally do not accept adventurers' visit, unless visitors have considerable prestige and have a good relation with the city which the fortress belongs to.

The Final Preview?

Up to now, 12 previews of the adventure mode have been issued, basically including all the planned contents of the first version of the adventure mode. Of course, there are plenty of details that are difficult to show. We'll leave them to our adventurers to explore and experience personally ;)

The first version is expected to be released in March or April this year. ( Wish all the best in follow-up development. No bug storms, no energy exchanges between planes, and no alien kidnappings, etc. haha ;)

Low Magic Age

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

Details

Tuesday - February 20, 2018

Starpoint Gemini Warlords - New DLC

by Hiddenx, 19:12

The Starpoint Gemini Warlords DLC: Rise of Numibia  is now available on Steam:

Rise of Numibia

A new threat emerges in the Gemini system. Numibian tribes, once great and ruthless, fell from power having suffered a crushing defeat in the Orion system. Now, they have returned to Gemini. With a new queen crowned, they are plotting to conquer the war-torn Gemini system.

Either play as the Numibians and conquer the Gemini system in a new scenario, or defend yourself against a Numibian invasion.

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KEY FEATURES:

  • Gemini map increased by 30% = more space to conquer
  • 1 new playable faction (Numibia) with new Headquarters
  • 3 new additional factions (Highland, Eastland, Tswana)
  • New scenarios – Conquest with Numibia, or Defense against the Numibian incursion
  • New ambassadors for the new factions
  • 7 brand new spaceship designs that include all ship classes (Bonas, Nhoma, Walvis, Okahara, Tantas, Koenos, Aranos)
  • 4 new planets (Kalahari, New Korkyra, Gladstone, Doma), plus a New Korkyra moon
  • New asteroid fields with stunning visual and gameplay additions

 

Starpoint Gemini Warlords

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

Details

Star Traders: Frontiers - Landing Protocols

by Silver, 13:21

A new update for Star Traders: Frontiers talks about landing protocols and other additions.

Update #37: Landing Protocols


The proper landing protocols are needed now as we are coming into the final approach for the v2.1.x family of development. We're about to set this spaceship down in a big cloud of dust. Then our combat team is going to come piling out and lay siege to v2.2.x with gusto. We've gathered a combat team with Traits like Brute, Merciless and Savage to make sure that we get off to a great start.

This release includes a big blast of lore in the 30+ page lore book as well as a new set of Talents that finish every Job in the game except Pilot's last 2 Talents. It's an exciting milestone and opens the door to future jobs!

Wiki and Lore Book

With this release we've wired up the links from the in-game menu to the Star Traders: Frontiers Lore Book and the game's WIKI. For ease, the links are included below.

Lore Book[www.dropbox.com]

Wiki[startraders.gamepedia.com]

Engineer Talents

All the Rank 8 and 11 Talents for Engineers have arrived with Update #37, filling out a really interesting arc in this character's arc. A highly trained Engineer becomes a science and research officers in their later levels, gaining additional Experience for the crew as they encounter space anomalies (Radiation and Ion Storms), xeno and wilderness exploration.

Exchange and Black Market

For some time, there hare been issues in the Black Market and Exchange where Talents weren't firing properly when on cooldown. We've rebuilt the Talent processor in these screens and now your Talents will always fire, albiet only one per trade. Big $50,000 trade talents get a shot to fire first, and if they don't then the rest of your Talents get a shot. If a Talent like Market Confidant does not run (because it fails its 10% + Charisma check) then another Talent will still get a chance to fill in.

As a big buff for Smugglers, we've knocked Illicit Notoriety down to a Rank 1 Talent as well as adding a Slippery Trader Talent which helps Smugglers handle Trade Bans and Wars better than other, more above-the-board traders.

Missions Expire

If you ignore a mission for its entire duration twice over (31 weeks x 2 = 62 weeks ignored) then mission will now naturally expire. This kind of behavior is not a good way to make friends, and you will suffer Reputation loss with both your Contact and their Faction for failing to deliver.

Notably, this Reputation damage is worse than just fessing up to your mistake and Dismissing the mission yourself. You'll still take Rep damage, but its less.

v2.1.15 - 2/18/2018
- Link to Wiki and newly published Lore Book added to the in-game menu
- Added new Engineering Talent at Rank 8 - "Stormhunter" is superior Radiation Storm protection with XP bonus
- Added new Engineering Talent at Rank 11 - "Perilous Study" grants XP bonus when encountering xeno ships
- Added new Engineering Talent at Rank 11 - "Unforeseen Discovery" replaces Explore card with XP bonus card
- Added new Smuggler Talent at Rank 5 - "Slippery Trader" reduces Rep Penalty for trading into Ban or War Conflict
- Reduced Rank of Smuggler Talent "Illicit Notoriety" from Rank 5 to Rank 1 - Black Market boosted!
- Added note to Exchange screen including negative Rep threshold (-28) from Trade Ban / Conflict
- Fixed all issues with Exchange and Black Market Talents not firing when they should
- Added new wild environment artwork for ocean worlds
- Missions now fail after 200% of their deadline has expired causing Rep Loss -- Dismiss is better
- Improved ordering of Talents in combat encounter/victory screens, card games -- highest Job Rank Talents first
- Fixed minor UI bugs in crew detail when using next / previous
- Improved scaling for 1280x1024 resolution

Star Traders: Frontiers

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

Details

Archmage Rises - Jokes and Performances

by Silver, 13:04

Archmage Rises integrates jokes and performances into its world.

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In this update I show what I was able to accomplish this week despite being out of town for 3 days.  The broader context of this piece is in having many realistic ways to interact with NPCs, and many ways to build or harm relationships.  All this is within the pursuit of making lasting friendships that mean something over time.

If you are interested, here is the list of outstanding tasks for Build 11.  It is still at 27.

This week's progress:

  1. Found and fixed a major fishing bug
  2. Put in fish images, one for each species of fish, and a special image for empty hook.  Fish image size can now reflect the weight.  It feels really good now.
  3. Spent a day refining the conversations code from last week.  There were about 20 edge case scenarios that I had to sort through, write for, deal with.  It's all feeling really good now.
  4. I've always intended to have "tell a joke" as a conversation option (its in the Sims).  So I created a joke engine that will create a joke based on several premise algorithms. 
  5. Jokes are generated at time of world generation and originate with certain people.  
  6. The player can learn any joke by hearing it.  If an NPC knows a joke they have a small chance of telling it to the player through a special prompt.  NPCs won't tell jokes the player has already heard.
  7. The player can tell any joke they know to someone.  Each NPC remembers which jokes they have heard before.  Telling a joke utilizes the performance skill, which improves with each successful joke told.
  8. NPCs react to jokes based on success/failure to tell, and just their own sense of what is funny (this will be connected with personalty in the future).  So a successful joke can still not be funny to the hearer.  Oh how i've experienced this too many times...
  9. In a future build: Players can use the Composition skill to craft new jokes.  For now you just have to collect the ones in the game.
  10. Added the ability to insult an NPC.  This will be utilized in the near future.
  • Something I've always intended was to allow the player to perform in an inn: music, poetry, singing, storytelling.  I decided to see if I could use the gambling/conversation system to make a Stand Up comedy act.  It didn't take me too long to do so.  I'm not going to spend time putting in the other kinds, but now they are possible.  All this is to fulfill the original design goal of being like Raistlin and friends supporting themselves by putting on shows at various inns along the shore of the sea of Istar.
  • Archmage Rises

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

    Details

    General News - Historical Periods for CRPGs

    by Silver, 12:42

    Retrospective Gaming shares his thoughts on historical settings that could work for CRPGs.

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    Emperor Che will rule for 50 years and built an empire that will throughout the ages! Or maybe 20 years ..idk

    Music - Napoloen Total War - Art of War
    https://www.youtube.com/watch?v=4yOzj7hWGUM

    Onimusha - Waterfall Mountain
    https://www.youtube.com/watch?v=aS3u6
    ...

    Mafia - Hoboken
    https://www.youtube.com/watch?v=DGr-e
    ...

    Picture sources - Samurai
    https://wiki.samurai-archives.com/ind
    ...

    https://www.japanvisitor.com/japanese...

    Mafia-
    http://mafia.wikia.com/wiki/Mafia_Wiki

    Naoleon and French Revolution -
    https://www.napoleon.org/en/history-o...
    https://fineartamerica.com/art/painti...


    Hisotrical Setting definition - " Historical setting is an aspect of setting that pertains to when events occur and when characters live or interact. A historical setting is a point in time. Literary characters cannot see nor touch their historical setting because historical setting pertains to time which is intangible, but all human actions must occur in time. Historical settings might be past, present, or future. Historical settings might be described as specific spans or moments in time:

    General News

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

    Details

    Assassin's Creed Origins - Discovery Tour Mode Added

    by Silver, 12:04

    PC Gamer reports that Discovery Tour mode has been added to Assassin's Creed Origins.

    As a free update for existing players, premium standalone for everyone else.

    All games with impressive worlds should have non-combat tourist modes. Slaughtering beasts and baddies is great fun, but I love clearing an area of enemies and then returning to their natural habitats with the luxury of peace and quiet. 

    Assassin's Creed Origins adds its educational The Discovery Tour today with this in mind. 

    [...]

    Assassin's Creed Origins

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

    Details

    BattleTech - Dev Q&A

    by Silver, 09:06

    Harebrained Schemes did a Developer led Q&A livestream for Battletech.

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    BattleTech Dev Q&A Feb. 14, 2018

    BattleTech

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

    Details

    Monday - February 19, 2018

    Call of Cthulhu - Main Path Will Take 12-15 Hours

    by Hiddenx, 21:40

    @Wccftech Call of Cthulhu's main path will take 12-15 hours.

    Cyanide’s Romain Wiart, Lead Level Designer on Call of Cthulhu: The Official Video Game, was interviewed in the latest Official PlayStation Magazine UK (March 2018, issue 146). He described the in-game sanity mechanic and how it feeds into the game’s length while adding that the main path should take between twelve and fifteen hours to complete.

    "It’s very simple. As in the novel or in the pen-and-paper RPG, your sanity will go down, so this will be the case in the game. So, the only control you have over it is a little gap of ‘sanity’. The better you manage it by making the right choices, the higher your sanity will be, you will remain in control of your will at the end of the game, so it will mainly affect the ending, whether you will have some choices or not and whether you will experience things or not. That’s how it works. At the end of the game you have several endings, but if your insanity grows you have less endings, less options because your character can’t make rational choices.

    [...]

    Call of Cthulhu

    SP/MP: Unknown
    Setting: Historical
    Genre: Adventure-RPG
    Platform: PC
    Release: In development

    Details

    Kingdom Come - DLC Plans

    by Hiddenx, 21:18

    Game Watcher reports that a DLC for Kingdom Come: Deliverance is already in the making:

    Kingdom Come: Deliverance DLC Plans - Everything We Know

    Kingdom Come: Deliverance is already a big hit in terms of sale and concurrent players, which obviously raises the question of what's coming next - Kingdom Come: Deliverance DLC, of course!

    During a 90 minute interview with a Czech outlet (thankfully translated by a user from the ResetEra forums), Creative Director Daniel Vávra provided some important details regarding the future of the medieval RPG.

    According to Vávra, the team is already working on a DLC questline where you play as a woman - most likely Theresa, the lady who saved your bacon at the start of the game.

    [...]

    Thanks Farflame!

    Kingdom Come

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

    Details

    Werewolf: Earth Blood - Previews

    by Silver, 20:58

    Gamebanshee found some previews of Werewolf: Earth Blood which was previously called Werewolf: The Apocalypse.

    Not only have Focus Home and Cyanide Studio been busy showcasing more of their upcoming Werewolf-based role-playing game at their What's Next event, but they've also revealed that the game is now sporting a new "Earth Blood" subtitle. We begin with the subtitle news in this article on Gamereactor:

    [...]

    Werewolf: Earth Blood

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

    Details

    Phoenix Point - Pre-Alpha Demo Gameplay

    by Silver, 20:53

    Phoenix Point was recently demonstrated at the PC Gamer Weekender.

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    Disclosure: I am an employee of Snapshot Games - developer of Phoenix Point.

    I play through the tactical combat pre-alpha development demo of Phoenix Point, first revealed at the PC Gamer Weekender in London in 2018. This gameplay is intended to give an idea of the mechanical workings of Phoenix Point. With a year of development time remaining, please remember that this is a work-in-progress build, and as such should be considered incomplete an liable to change.

    ** Some minor sound desync issues are the result of frame drops during recording.
    The desync was not present during play.

    ** Phoenix Point is the new Turn-Based tactical game by X-Com creator, Julian Gollop. Set for release late 2018, with pre-alpha access coming around April.

    For more information, visit the website: http://www.phoenixpoint.info

    Phoenix Point

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

    Details

    Druidstone - In Production

    by Silver, 13:56

    The latest blog post from Druidstone announces the start of production.

    Druidstone moves from preproduction to production

    This is big! As you may have been able to read between the lines, the development process of Druidstone hasn’t been all roses and butterflies. What I mean is that there has been some uncertainty with the project which has made it hard to communicate clearly what the game is truly about. That’s because up until now we have been in pre-production mode where we still try ideas and see what works and what doesn’t. But now that has changed. We know exactly what we are doing now.

    That means that many things in the game which we have mentioned in the initial blog posts have changed. Actually, so much that the game as it is now and how it will develop in the coming months does not resemble the one displayed in old blog posts that much. Sure, we still have the same basic premise, the same environments, the top-down view and tactical combat, but the spirit of the game has changed. Has evolved, if you will. What started as a procedurally generated RPG has transformed and will transform into a much more tightly focused game.

    So what exactly has changed? Here are the main points:

    • Procedural generation is gone. Long live the editor! Every map and every encounter will be handcrafted.
    • Focus on deep and tactical combat system. We want to make the combat really challenging so that every action you make every turn is a careful choice. Like playing chess with fantasy characters.
    • Focus on fun gameplay mechanics. We are not writing a book, not filming a movie, we are making a game, and gameplay is king.
    • No fluff. We want to make a tightly focused game, the same design principle we had with Grimrock. No filler content. Less is more. Or as Antoine de Saint-Exupery puts it famously “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”

    During the last year, iteration by iteration, the amount of procedurally generated content has been diminishing. At some point we had to ask ourselves what point does the procedural generation have anymore. That was when we started working on the editor, and after that pieces have started to click into place very fast. Last week was the real kicker and we could produce a near shippable quality 30 minute segment of the game in just a couple of days. That’s huge! It’s very rare that we can make such a big leap in just a couple of days.

    But the main difference is really inside our heads. We now understand exactly what kind of game we really, really want to make. Sometimes when analysing the markets and looking at what kind of games are the topsellers, and worrying about the doom and gloom of indie developers, it’s easy to forget what your heart really desires. But if you listen carefully to yourself, you can perhaps hear a faint whisper. And if you keep listening to that inner voice, the voice gets louder, until it becomes a great booming voice that makes your bones shiver and skin tingle with determination: “YOU GOTTA MAKE THIS GAME!”

    Listening to yourself is the greatest and most important skill a game developer can have. This is hugely important, but difficult to explain why. It’s the thing that guides us through the development process and tells us what the game needs and what it doesn’t. It’s the vision what the game is really about.

    This is such an important milestone for us because now we have confidence in that this game will be great. It makes us want to pour all the love, sweat and energy we have to make the best game we absolutely can.

    Speaking from personal experience, I’ve only had a similar feeling once before. That was when I was working on Grimrock 1. Believe it or not, Grimrock 1 was made in less than a year, from scratch to release. Looking back at it, I still don’t quite get how we managed to do it in such a short time. But the answer is, of course, simple: we had a clear vision from the start and we worked our asses off to make it happen. Now that same feeling is back and we are really relieved, happy, motivated and excited at the same time. Making a game hasn’t been this fun in many years!

    In hindsight maybe setting up this dev blog in such an early stage of the project wasn’t the wisest idea, but we have always striven to maintain an open, honest and transparent view into the dev process. Mainly because we think it’s the right thing to do but also because (hopefully!) it’s interesting to follow us as we tread on the uncharted paths.

    That said, as we now move into production mode (making the game in our heads come true!), we are going to take a break from updating this blog. That’s because we want to focus 200% on the game we’re creating. But when we do come back (and we will!) we will present to you Druidstone, the real deal. That’s a promise!

    Druidstone

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

    Details

    Kingdom Come - Developer Interview

    by Silver, 04:09

    PC Gamer interviewed the developer for Kingdom Come: Deliverance.

    loading...

    We talk with the Developer of Kingdom Come: Deliverance about all the wonderful and upcoming things!

    Kingdom Come

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

    Details

    Biomutant - Developer Interview

    by Silver, 00:50

    At the PC Gamer Weekender, a Biomutant developer was interviewed about the game.

    loading...

    We talk with the developer of Biomutant right here at PC Gamer Weekender 2018 in London.

    Biomutant

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

    Details

    Sunday - February 18, 2018

    Ash of Gods - Developer Diary #6

    by Hiddenx, 22:14

    Farflame spotted the Ash of Gods developer diary #6:

    DEVELOPER DIARY #6

    Putting a hand on my heart, I can say that I did not plan to write this diary, but in our profiles on social networks a pool of questions had accumulated, which I would like to answer all at once and I just have a little time for it. This time I will talk about how we made content – characters, effects and why there is so much text in the game. I will add a little bit about the readiness of the Feng’s line. I will also talk about the state of the translation and the parallel translation into 9 languages. If the text seems too serious, bear in mind that I am writing it quite sober – this seems to be the first such diary, give me a little slack for it.

    [...]

    Ash of Gods

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

    Details

    Greedfall - Two Previews

    by Hiddenx, 22:09

    Farflame spotted two previews for the Fantasy Action RPG Greedfall:

    Playstation Lifestyle

    Daily Star

    Greedfall

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

    Details

    Forged of Blood - Progress Update & Release Timetable

    by Silver, 14:12

    A new update for Critical Forge announces Forged of Blood is close to being released.

    Critical Forge Turns 2 & Progress Update

    Happy Lunar New Year!

    Interestingly enough, this year’s date nicely aligns with the studio’s two year anniversary. Two years ago to the day, six of us started this journey in a dusty office space with hand-me-down furniture and a few dozen boxes of electronics. In those first few days we didn’t have a studio name, a game title, or even an internet connection. All we had was a common dream to make something cool, something tactical, and something we can call our own. Yeah, that was cheesy, but honestly it’s hard not to get a little cheesy over something we’ve put our savings and a couple years (so far) of our lives into.

    Now, we’re just months away from launching Forged of Blood and the last couple years has been an absolute blur. In that time we’ve built out the team to a studio peak of eleven and have said goodbye to some incredibly talented people as they moved on to other projects. At the end of the day, the game we will launch is a testament to their talent and I could not have been any more grateful to have had the chance to work with them so far.

    So while the studio is closed for the Lunar New Year celebrations, I thought it would be nice to see just how far we’ve come. Thing is, while I’ve had this post planned for about a month now… the toughest thing about all this, is the sad fact that we don’t have a lot of “good” photos to look back through – a side effect, no doubt; of crappy office lighting, an old camera phone, and being a bunch of camera shy nerds, but I digress.

    [...]

    Two years ago:

    Igor: “Here’s the thing though… I don’t want the same old thing. Light/dark… good/evil is boring. I want something with multiple traits we can track on something…”

    Milo: “Oh, how about something like this?”

    *Milo draws a circle on the board and three axes*

    Igor: “Huh, that works.”

    Milo: “Really?”

    Igor: “Yeah.”

    Milo: “Cool. Hey Joe, check this out…”

    And so the TPI was born.

    Granted, it still took another year or so of philosophical and mechanical debates, but the beginnings of what would be the driving narrative force in our game really did have such an anticlimactic beginning (you can read more about the system here).

    The last two years came and went so quickly I still can’t quite believe that we’re in the home stretch. We’ve made a ton of mistakes in the process and we’ve had our share of disappointments (failed Kickstarter campaigns, missed opportunities, and seeing dear friends leave), but through it all we kept going and I knew that everything we did, we did for the betterment of the game. With scant resources and an ambitious timeline, this was (is) one hell of a project for a virgin studio and I am so proud to say that each member of our team has thus far exceeded every expectation.

    So where are we now?

    Well, the programming side is in implementation and clean up mode. It’s tedious, time consuming and often frustrating, but we’re inching our way through. On the art side of things, all of our 3D assets and special visual effects are done – and I’m very happy to say that we’ve exceeded our intended map-count by a comfortable margin. Our solo animator is busy putting together the final few cinematics with 2D assets coming in from the awesome folks over at Caravan Studios. Our music tracks are being finalized, and our custom creature sound effects are in production – leaving only the generic sound effects for us to deal with in the pipeline (one thing at a time…). On the narrative front, we are admittedly lagging – mostly due to the breadth of things pulling me away from it at any given point of the day. However we are making a ton of progress and I’m very relieved to have some solid friends helping me smooth things along there.

    Forged of Blood, has been and continues to be one of the greatest challenges in my creative career. I’d like to think that I’ve grown over the last two years of mistakes and daily challenges,  and I truly believe that the studio will have something we can be very proud to call our own when it is all said and done. Nevertheless, the coming months will be hard and they will be stressful, I have no doubt of that; but I really hope that collectively we take a moment and look back on where we were just two short years ago. The progress we’ve made is tremendous, and the work we are putting out has been worthy of the very high bar we’ve set for ourselves.

    With that, I’d like to close with my sincerest gratitude for every member of our studio – past, present, and future. We’ve done amazing things together and we’ve forged one hell of a game so far. We’re almost there, and I cannot wait to show the world what we’ve done.

    To our fans, friends, and families who have cheered us on from the very beginning, seen us through our Kickstarter campaign and the aftermath, and helped us deal with the very real and very challenging stresses of game development – “thank you” is just not enough. We wouldn’t be here without you and we hope to make you all proud with the game we will launch this year, and seriously: thank you.

    Finally, to those of you who are just joining us on this journey. Take a moment, have a look, and we hope you like what you see.

    Here’s wishing everyone a happy and prosperous new year, and here’s to another year of adventures at Critical Forge.

    – Igor

    Forged of Blood

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

    Details

    The Iron Oath - February Update

    by Silver, 12:47

    The February update for The Iron Oath talks about how their dungeon layouts are created.

    February Update

    Hey everyone, we're back with another monthly update and today we're going to talk about how our dungeon layouts are created. We originally had been using a system that created layouts dynamically when entering a dungeon, but we've recently decided to go with a more hand-crafted approach so we have a little more control over everything. Here's an example of what creating a layout looks like from our end.(note this isn't an actual layout that will be used, it was more of a "stress-test" to make sure everything functioned properly despite some awkward placement!)

    [...]

    We're continuing to work towards our next demo phase and are getting fairly close. We also have a couple new additions to combat that we will touch on in the next update. Hope you all have a great weekend and we thank you for your continued support! :)

     ----

    The Iron Oath

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

    Details

    CRPG Book - Now in ePub Format

    by Silver, 12:17

    The latest update for The CRPG Book announces that it has been 'patched' to fix some grammar errors and is now available in ePub format.

    Hello everyone,

    It has been an overwhelming week! In less than 5 days the CRPG Book got over 100k downloads and it has been a blast to see everyone enjoying it. Smile

    Several volunteers appeared to help with proofreading and I’m trying to come up with a good system for this. I’ve also “patched” the book to version 1.0.2, fixing a bunch of typos, grammar mistakes and adding three contributors whose name had been left out.

    A lot of people want an ePub version. This is hard to do with such complex layout, but I’ve exported it as well as I could. Please get in touch if you know how to do this better.

    ePub Version 

    Also, some groups are now translating the book to Spanish, German, Russian and Chinese! Besides the translations, a lot of people wanted to print a copy for personal use, make “abridged” versions,  or simply check the files to see how the project was made.

    So here’s a link to the full InDesign project.

    The CRPG Book uses a CC BY-NC 4.0 Creative Commons license, meaning you can use it however you wish – as long as you credit the authors and don’t use it for monetary gain.

    Finally, I received a few offers to publish a hardcover version! The idea is to turn it into a charity fundraiser, so I’ll keep everyone updated as things progress.

    But for now, I’ll rest a bit. Thanks everyone for an unforgettable week! Smile

    General News

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

    Details

    Alder's Blood - A Victorian Fantasy XCOM

    by Silver, 12:10

    A new Kickstarter has launched for a Victorian era inspired XCOM game called Alder's Blood.

    Child of XCOM and Bloodborne that was raised by Darkest Dungeon. 

    Alder’s Blood, a fresh take on the tactial genre, which raises the tactical decisions of the player over the mere luck of RNG rolls.

    Lead the group of legendary monster slayers in the dark, twisted remnants of civilization. Gear up, scout ahead and hunt throughout putrid forests, forsaken castles, corrupted hamlets and cursed coves. Battle feral monsters and the Darkness itself, the corrupting force of the entire land.

    Platform PC

    We consider Steam as a first platform we hit, then GOG. We do not deny other platforms in the future (PS4, Switch).

    Features

    • no RNG system in the base mechanics; forget all the missed shots fired just 1 meter in front of your enemy;
    • Darkness System can surprise you by changing the rules on the game in the middle of the fight;
    • Stamina System - fail miserably just by losing your breath during combat;
    • Senses System - monsters can hear and SMELL you! Beware of the wind;
    • Strategy - a second gameplay layer, where you can research new gear, craft items and prepare for the next encouter;
    • Boss fights - track down and face challenging enemies in storyline missions.

    Gameplay

    Alder's Blood is a 2D fuse of tactical and strategy game mixed with a few twists and fresh approach to the genre. We removed the RNG systems from core mechanics of the combat, as we believe that we can provide interesting and surprising experience without implementing the dice rolls.

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    Kickstarter Games

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

    Details

    Obsidian Entertainment - Steve Escalante Interview

    by Silver, 07:11

    MCV interviewed Steve Escalante of Versus Evil and asked him about working with Obsidian.

    However, with Pillars of Eternity II: Deadfire, Versus Evil seems to be upping its game.

    “Before I started Versus Evil, I was at Bethesda for five years. We’ve all worked on big triple-A projects,” general manager Steve Escalante tells MCV. “So to dive into something like Pillars of Eternity really expands the knowledge that we’ve always had.

    “We are starting to focus on more genres that make sense for us as a publisher, that complement the experiences that I’ve had in my 18 years in this business. And RPG as a genre happens to be one of them.”

    Picking up this specific project was a no-brainer for Versus Evil, Escalante explains: “First and foremost, it’s Obsidian and they are one of the top-tier RPG developers. Plain and simple. Having been a fan of RPGs for most of my life, it was a bit of a geek-out phase for myself going ‘Wow, this would be really amazing if we can work with the Obsidian teams’.”

    [...]

    Obsidian Entertainment

    Details

    Saturday - February 17, 2018

    Once upon a Dungeon - Released

    by Hiddenx, 09:24

    Koto Games released the old school roguelike Once Upon a Dungeon:

    Once upon a Dungeon

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    Once upon a Dungeon is a roguelike game with a dense atmosphere and challenging gameplay. Explore dark dungeons full of dreadful foes. Defeat them using physical power or mighty spells. Craft magic items, collect unique ones, enhance your attributes and face the main antagonist – Fallen One.

    The game has following features:

    • turn based
    • procedurally generated levels
    • permanent death (optionally)
    • hack/slash oriented
    • tons of loot (ordinary, magic, enchantable, unique)
    • spells system
    • trading system
    • interesting quests
    • cool crafting system
    • door/key/lever mechanics
    • different monsters (ordinary, champions, bosses)

    Weapons have different capabilities depending on their type:

    • Bashing – enhanced chance for stunning
    • Axes – enhanced chance for tear apart
    • Daggers – enhanced chance for bleeding
    • Swords – enhanced chance for hit

    Spells can cause different effect depending on their type:

    • Fire – burning
    • Ice – freezing
    • Poison – poisoning

    Once upon a Dungeon

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

    Details

    MMORPG News - Darkfall: New Dawn

    by Hiddenx, 08:58

    Ub3ergames released their MMO Darkfall: New Dawn:

    Darkfall: New Dawn

    A game’s redemption release, after nearly 2 years of development
    The French startup Ub3rgames just announced the successful launch of their MMORPG: Darkfall: New Dawn. It was a challenging release that happened on the previous weekend. Three days only after launch the server is holding strong despite player counts raising by the day.

    Originally developed by Aventurine in 2009, Darkfall Online was one of the most highly anticipated MMORPG, first and only MMOFPS with large scale combat, full loot system, and no tab targeting. DFO left thousands of fans mourning when the server closed in 2012, putting the game to its end.

    Since February 2016, the indie studio, who took over the old and beloved game, has been working  on unleashing a new and improved version of the MMORPG,  under the name Darkfall: New Dawn, targeting both the veterans and new gamers.

    “We always wanted to share this historical moment with our community who supported us for two years, so we were, - and still are - here, on the battlefield 24/7.”  said GM Paul, one of the developers and game masters.

    The players were longing for two big features finally introduced in the last patch before launch:

    • the local banking system - allowing for a player-driven economy.
    • the title system - giving the user the ability to choose their own specialization in the forms of perks and skills, offering diversity in a classless game.

    These two changes created a real difference and are an improvement over the original game.

    “Darkfall had such high expectations during the lead up to its original launch, and we feel we can eventually make good on all the promises made back then while correcting the original’s flaws. We’ll start with one of the most unique conquest games out there, and as time goes on, increase its depth to satisfy all kind of players. Darkfall: New Dawn is about redemption. ” said Ub3rgames CEO, Marc Thompson.

    In an attempt to celebrate the launch, Ub3rgames released a surprise trailer for the players on the day before. The video published on Youtube is more technical and outlines the differences between  DND and the original Darkfall Online.

    MMORPG News

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

    Details

    Path of Exile - Bestiary League Official Trailer

    by Hiddenx, 08:46

    The Bestiary League will be available on March 2:

    Path of Exile: Bestiary League Official Trailer

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    In the Bestiary Challenge League, hunter-scavenger Einhar Frey teaches you to hunt, capture and sacrifice beasts in order to craft powerful items. Path of Exile's March Update includes the Bestiary League, dozens of new items, new gems, new end-game content, and more.

    Path of Exile

    SP/MP: Massive
    Setting: Fantasy
    Genre: Hack & Slash
    Platform: PC
    Release: Released

    Details

    Fallen Gods - Introducing Fallen Gods

    by Silver, 06:22

    Wormwood Studios have a new update on Fallen Gods which serves as an introduction to the game.

    Update #1: Introducing Fallen Gods

    Once, the world was better, the gods greater, the wars over, the end farther. You were born in the Cloudlands during those days, one of the Ormfolk, forever young and strong, worshiped by those below for your forefathers' deeds. But all is not well. Now, wolves and worse haunt the night, the law holds no sway, and men's hearts grow hard toward your kind. Fearful of their dwindling shares of souls, your brothers turned against each other ... and against you. And so you were cast down from the clouds, a fallen god broken upon the bitter earth. You rise, still free from death, with only the slightest hope of winning your way back to the heavens that are your rightful home.

    Fallen Gods is an RPG inspired by the board game Barbarian Prince, the computer game King of Dragon Pass, and the sagas, eddas, and folklore of the far north. With a dark, wry tone, it tells the story of a god trying to survive in a dying world ruled by beings with great might and wits, but without the wisdom to heal the wounds left by their wars. The game has been in production for about four years, and its concepts have been building in my head for decades.

    At the core of Fallen Gods are interactive events, choose-your-own-adventure vignettes in the spirit of the Lone Wolf gamebooks. Throughout the game, the player will enter towns and tunnels, meet strangers and friends on the road, face earthly and unearthly foes, and witness wonders of all kinds. Each of these events, accompanied by a hand-painted illustration, consists of a series of nodes, each a paragraph of text followed by several choices that depend upon the skills the god knows, the items he bears, and the followers he leads.
    A forest village quest.

    These events, like Fallen Gods itself, are about exploring the game's world, mechanics, and story. In every session, dozens of the hundreds of possible events are spread across a procedurally generated landscape in a way that creates both surprise and coherence. Events are both destinations for the player to seek out and obstacles to bar his way. They provide the landmarks and characters that bring the world to life and make geographic exploration rewarding and dangerous.

    Events also provide a laboratory for mechanical exploration. Just as the world is unique in every session, so too is the god, with different skills, strengths, supplies, followers, and gear. These things, alone and together, are powerful tools that can open up new paths, some obvious, others requiring thought and experience. Thus, for example, the Death Lore skill (allowing the god to speak to the dead) and the Wurmskin Cloak (allowing him to understand the speech of birds) can together unlock a new path through the "Windfall" event, which begins with the god finding a field full of dead starlings. Or, in "The Whale," the player might use the Wild Heart skill (allowing him to bend beasts to his will) along with Nail (a magical spear) to draw back and harpoon his titular foe. In another example, the screenshot below shows a few of the possible forks at the start of the "All Is Lost" event.

    As the player passes along these different event paths, he uncovers more about the world and what has befallen it. This "narrative exploration" reflects three values (aside from the basic goal of engaging writing). First, what the player learns should be relevant to the game's mechanics and thus of practical value. As in the wonderful King of Dragon Pass, an understanding of the setting's laws and lore helps in handling both friends and foes, in making informed choices rather than guesses. Second, while Fallen Gods involves plenty of words, reading should lead to doing: there is never more than a paragraph of text before the player is back in control, either making a choice with strategic consequences, fighting foes in a tactical battle, or exploring the world while managing resources. Third, the setting should be uncanny and unsettling, rooted in the same rich soil from which modern fantasy springs, but growing along different lines.

    That setting grew from my fascination with Iceland and its marvelous Commonwealth, a nation of silver-tongued skalds, quick-witted warriors, troll-women, and land-wights, a land haunted at night by the Northern Lights, where some men still worshiped the beautifully flawed Norse gods. Where but in that Iceland would they compose an epic about a man who "was so great a lawyer that his match was not to be found"? This is Njal Thorgeilsson, the 10th century hero of the hauntingly titled Saga of Burnt Njal, a man who warns that "by the law alone will our land be built up" in a saga that vividly shows the other path, as scenes of farms and families give way to an endless blood-feud that brings Njal his fatal epithet. Where but in that Iceland would men dream up nabrok, wealth-bringing pants stitched from a dead man's skin, or tilberi, milk-sucking worms shaped by witches from wool-wrapped ribs? What other land, so tiny, so remote, so poor, could bring forth not just Snorri Sturluson but Leif Erikson?

    But Fallen Gods is not a "Norse" or "Viking" game; neither is it a Tolkien-inspired fantasy setting. Rather, like Tolkien's own setting, it is drawn from the old lore and poured into a new glass, hopefully yielding something familiar but also strange.

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    Fallen Gods

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

    Details

    Friday - February 16, 2018

    Ion Storm - History

    by Hiddenx, 21:58

    PC Gamer tells the history of Ion Storm:

    The History of Ion Storm

    The tumultuous story of two of the most influential studios in PC gaming history.

    Jake Hughes was working as a model designer on Starship Troopers when he received a call from Peter Marquardt. Marquardt was an actor—he played the bad guy in Robert Rodriguez’s first film, El Mariachi—but he also had a passion for games. The pair originally met on the set of Wing Commander IV, where Marquardt was shooting for the game’s cutscenes.

    “He calls me up and he says, ‘Hey, John Romero is making a company and they’re looking for associate producers, come on out,’” Hughes says. “Peter was working on Daikatana, and Tom Hall was needing an associate producer. So I came out and I met Tom, and we connected instantly … because they all knew about Starship Troopers.”

    A week later, Hughes was offered the job as associate producer of Anachronox, the third game by Ion Storm Dallas. He was one of around 80 individuals invited to join the company at that time. Most were men, nearly all were under 30 years old and their backgrounds ranged from model designers to members of bands such as Information Society. Few of them had worked much in the games industry before. “Tom was actually the only person who had the experience [on Anachronox],” Hughes remembers. “This is, of course, Ion Storm, right? Where ego is a thing.”

    In March 1997, Hughes made the drive from Los Angeles to Dallas to join Ion Storm. Its lavish office in the penthouse of Dallas’s Chase Tower wasn’t ready yet, so the team used a smaller office in the interim. Hughes’s office cubicle was connected to Romero’s. “I actually got to hear him play deathmatch every night,” he remembers.

    For Hughes and everyone else involved, Ion Storm Dallas was videogaming nirvana, a company with huge talent, huge investment and huge ambitions, dreamed up by arguably the most famous man in the industry at the time. The honeymoon wouldn’t last, though. Within a year the studio would be plagued by turbulent office politics, a slew of public image crises and a host of development problems from which its reputation would never fully recover.

    [...]

    Thanks henriquejr!

    Ion Storm

    Details