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Monday - November 12, 2018
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Breaking Newsbits

Realms Beyond - NPC Voucher Giveaway

by Myrthos

We have received 10 vouchers for Realms Beyond with which we can have 10 NPCs in the game who will be in our own RPGWatch club house / guild house.

You have a chance to win one of these vouchers as long as you fulfill the requirements below:

  • You are a member of RPGWatch, registered before November 1, 2018
  • You need to be a more or less active member, so you need a minimum of 10 posts, with a minimum of 5 posts in 2018
  • You need to have a pledge in the Realms Beyond Kickstarter campaign, at the level of the Digital Edition or higher.
  • You need to respond to this post with the information that you want to participate

Everyone who fulfills the above requirements gets 1 ticket into this giveaway. Depending on your RPGWatch membership, you can increase the number of tickets you participate with in this giveaway

  1. If you have a ticket, for every year that you are registered at RPGWatch you get one additional ticket.
  2. If you have a ticket then for every 500 posts you have (at the end of this giveaway), you get one additional ticket.

You have the chance to win one voucher. With that voucher you get to name your NPC. Further details will be provided at a later stage.

Realms Beyond

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

Details

Monday - November 12, 2018

Microsoft - Is Buying Credibility

by Silver, 23:11

PCGamesN analyses why Microsoft bought InXile and Obsidian.

Even so, the news might seem unnerving from the outside. The reason Microsoft needs to go on a buying spree is, to put it frankly, because it’s killed too many of its best studios. Lionhead, Ensemble, and Freelancer’s Digital Anvil all fell to its hammer, while the likes of Rare appeared to lose their identity to corporate culture – at least until Sea of Thieves crested the wave. Another concern, too, is that Microsoft has gained a reputation as a meddler. Ex-Lionhead staff shared stories of projects ending up in development hell because of multiple mandated pivots to take advantage of Microsoft’s latest scheme – be it cloud gaming, second screen technology, or Kinect.

[...]

Microsoft Games

Details

Elder Scrolls VI - No New Graphics Engine

by Silver, 22:36

GameWatcher reports that the Elder Scrolls 6 and Starfield will not get a new graphics engine.

The Elder Scrolls 6 engine will, then, essentially be an upgraded version of the Starfield engine, which will in turn be an upgraded version of what's running Fallout 4 and Fallout 76, which in turn runs Skyrim, New Vegas, Fallout 3, and - though a bit of a stretch - Morrowind, too. A proper sausage, right?

Now, this is all well and good in and of itself, but the flaws of Creation Engine have come to a staggering head with the issues pinpointed by the Fallout 76 Beta. For example, Creation Engine has huge physics problems when running at above 60 FPS, and is playing catch-up with modern game engines in virtually every area that counts.

[...]

Elder Scrolls VI

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

Details

RPGWatch Feature - The Waylanders Interview

by Myrthos, 16:10

Farflame reached out to Gato Salvaje Studio, for an interview about The Waylanders, and got to ask CEO and narrative director, Sergio Prieto some questions.

RPGWatch: I will start right away with a question concerning an issue players have. It seems that there is a certain skepticism nowadays towards "unknown" indie studios, especially RPG makers. Also if I'm not mistaken your studio didn't make an RPG before. So how would you convince these people? Can you briefly introduce your studio and tell us why you started a CRPG project and why you believe you can do it?

Sergio Prieto: Well, this is a logical concern, we have had many years of experience in video games, and the main thing we have learned is that you can't launch a project while having doubts, and I mean doubts about any aspect of your game: your gameplay, your script, your production pipeline... everything. And with this project we had a focus right from the start, to make sure that we are doing the right things all the time. We looked into having enough, and the best people possible, to create a game like this. We hired Mike Laidlaw and our other consultant, not only because of the script, but also to know if our production process is the best for this kind of game. Mike came here to our studio in Spain during two weeks and had interviews with all of our team, he saw our planning and raised warnings and concerns. Then he help us to build the High Level Narrative in order to make sure that we would have the game that we wanted.

Apart from that, we showed the game at Gamescom to a lot of people, to receive feedback. We focused on gameplay at that moment, because we wanted to see people playing the game and see their reaction. Now we are on Kickstarter to validate the project again, to know if  people really want our project.

We looked into the experience of people that were in the lead during production at Bioware and Obsidian and at the feedback of the players; because before anyone would have any concerns, we wanted to be sure that we didn't have those concerns as well. Right now we are incredibly proud of what we are building. The proof is that there was a lot of media interest that were shown our pre-alpha in Germany or Japan and they really liked what they saw.

The Waylanders

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

Details

Realms Beyond - Funded

by Myrthos, 14:38

Just noticed that Realms Beyond has been funded on Kickstarter, with the total amount being just over the asked amount of 100 KEuro.

Realms Beyond

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

Details

Warhammer: Chaosbane - Pre-Alpha Gameplay Video

by Silver, 12:20

A look at some pre-alpha gameplay for Warhammer: Chaosbane - Captain Of The Empire.

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Become a Captain of the Empire, protect your allies, serve on the front line and #UnleashYourFury against the forces of Chaos. Step into the Old World, crusade across the Fantasy Battles universe with up to four friends in local and online co-op. Warhammer: Chaosbane is coming to PlayStation 4 in 2019.

General News

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

Details

Realms Beyond - Pub Games & Voice Sets

by Silver, 04:25

Realms Beyond shares what they have been working on regarding pub games and voice sets. There are three days remaining in the Kickstarter.

Pub Games and Voice Sets

Pub Games

At sunset, you and your companions finally arrive in Bridgewater, a famous hub of trade and other, less honest forms of business. Milling amongst the crowds of merchants and citizens, beggars and cut-throats, you slowly wander through the town's narrow alleyways towards the Merry Hangman Inn, in a district of town known for its pleasures – many of them illicit. You enter the tavern in search for a hearty meal, a warm hearth, and some merry entertainment to lift up your spirits. 

As anticipated, you find the place is bursting with laughter, singing and cheer as you enter. The smell of good food and beer, and the sound of merry fiddles and happy folk songs out of tune, quickly overwhelm your senses. As some of your companions proceed directly to their rooms in the second floor, longing for a good bed after the strenuous journey, you manage to spot a small empty table in the far corner. When you finally make your way through the crowd of drunken patrons, the tavern maid brings you a battered pewter mug, and asks you with a smile: “Care for a Game?”

Games to spend your hard-earned coin on

Every adventurer needs some time to relax after a long day, and Realms Beyond offers you plenty of games to pass the time with when you return to town after an exhausting adventure. Cards, dice, pit-fighting and axe-throwing are just some of the many activities your adventurers can take part in, trying their luck or skill against NPCs and even wagering some money on their success.

Click for high-res version
Click for high-res version

If you’re on good terms with some tavernkeepers or have some coin to spare, who knows… they might even let you prove what you're made of in their underground fighting clubs (no arms, no armor, no spells – only fists and the cheering roars of the crowd). 

But be careful with your money – many an adventurer has lost the riches he gained during the day in the games of dice he chose to play at night. If you are clever, though, success at gambling is not only a matter of luck. A character with a high skill at bluffing will be an excellent card player, while a dexterous rogue with sleight of hand can attempt to cheat at dice. But beware! If caught cheating, you might be dragged into a fistfight, and once the guards arrive the cheater is the one who has to pay the fine.

You may even catch goblins playing a game of dice in the dungeon, and if you don’t attack them right away, you may even join in! They are, after all, not the smartest creatures nor the most vigilant guards.  

Voice Sets  

You have already heard the triumphant laughter of a wizard as he fries a horde of goblins with his fireball, but there will be many more occasions when your characters show their emotions or make a comment regarding the current events. Like in many other classic RPGs - Baldur's Gate, Planescape Torment, Jagged Alliance 2, Wizardry 8, to mention just a few examples - you can pick one of many different voicesets for your character, covering a vast array of personalities.  

Whether your character is a lawful paladin or a chaotic barbarian, you can select the voice that fits him the best and hear him commenting on certain situations throughout the game. From a simple laugh, cough, or scoff to exclamations like "Bah, elves..." or "What a nice lady!", your characters will comment on combat events, conversations, or item interactions when appropriate.  

To achieve the best quality for these voice sets, we’re cooperating with professional voice actors like Stephen Chatfield. Stephen is not only a highly versatile and exceptionally talented voice actor but also a huge fan of table-top and computer role-playing games. We’re happy that he will contribute not only one but a handful of character voices for Realms Beyond. Exclusively for this update, Stephen recorded two samples of very different character voices to demonstrate the idea.

You’ll listen to a character with a lawful good mindset followed by a chaotic character, in different in-game situations.

 If you want to know more about Stephen's work, please visit his website.

Realms Beyond

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

Details

Colony Ship - The Skills & Learn by Using

by Silver, 04:19

A new update for Colony Ship focuses on the Skills & Learn by Using. Thanks Couchpotato!

But first let's take a look at how the Pit is shaping up:




Combat skills

Weapon skills – increase your to-hit chance by 10% per rank.
Evasion – reduces the enemy’s to-hit chance with guns by 5% per rank, with melee by 10% per rank.
Armor – reduces armor penalties by 10% per rank.
Critical Strike – increases your chance to score a critical hit by 5% per rank

Our goal here is to raise skills you’re using the most, ideally reinforcing your gameplay style, while eliminating all possible exploits to raise skill fast. Here is the design overview:

XP – experience points that go toward increasing your character level and gaining feats
LP - learning points that go toward increasing your skill level

  • Eeach attack that does X points of damage gives you X learning points multiplied by the enemy-specific modifier; the points go to the skill matching the weapon used. So if you hit an enemy for 8 points of damage and the modifier reflecting the enemy’s type is 1.5, you get 12 learning points.
  • Each critical strike gives the character who scored it 10+[critical damage] lp, so if you critically hits enemy for 17 points of damage, he gains 27lp. Certain weapon and attack types increase your CS chance and/or CS damage multiplier, so to put things in perspective, if you play a Riddick like character your CS skill will be much higher than if you play a Conan like character.
  • Evasion & Armor. This is where it gets a bit tricky as we have to limit exploits (the obvious one would be rotating your characters while letting the last remaining enemy to attack them to milk every last drop of LP). Each enemy will have a pool of learning points (i.e. what you can learn about defensive skills while fighting this enemy). Once the pool is depleted, the lesson is over. The points can go to one character or split evenly, based on how you fight. The frontliners will get the highest share while your sniper will learn very little or nothing at all.
  • Evasion: When the enemy targets your character and misses, that character gains 5 lp x the modifier until the above mentioned LP pool is depleted.
  • Armor: When the enemy hits your party member, that character gains learning points equal to damage resisted by the armor until the pool is depleted, so the heavier the armor the faster you’d develop the skill. Keep in mind that the pool is the same for both Evasion and Armor, so which skills gain learning points depends on which characters will be targeted first and whether the enemies hit or miss.
  • Each fight gives your party Y xp that's divided between the party members, so if you have 4 guys and you got 100 xp after a fight, each gets 25xp; if you have 2 guys, each gets 50xp. You’d gain most XP from solving quests though.

Science skills:
 
Medical:

  • Heal yourself and you crew after fights (i.e. how many hit points you gain after a fight). Very handy when you have to fight several battles in a row.
  • Extract implants from corpses after fights and in scripted events
  • Governs the use of combat stimulants

Mechanics & Electronics:

  • Repair broken devices and mechanisms
  • salvage parts for repair and upgrade

The ship is falling apart so if you want to explore it, meaning get past various obstacles, you won’t get far without these two skills. The best example from AoD would be the broken generator in the Library ruins. You need to fix it to gain access to an optional area but you can’t fix it without parts. In Colony Ship you’d have to salvage parts as you explore and then use them to repair various devices to gain access to optional areas.

Plus if you like restoring old things such as a murderous anti-riot droids, you should use every opportunity to practice these skills.

Stealth skills:

  • Lockpicking– open mechanical and electronic locks, meaning locked doors and containers. At level 10 you can even beat retinal scanners, so if you firmly believe in redistribution of wealth, this skill is for you.
  • Hacking – gain access to various computer systems, from intrusion detection and countermeasures to multi-purpose terminals scattered throughout the Ship.  These terminals were designed to get the future colony up and running, so they can be easily hooked to various machines.
  • Sneaking – infiltrate restricted areas and live to tell the tale. The higher the skill the longer you can remain undetected, meaning you can take your time cleaning up a place or get into high-security places with faster detection.

Obviously, you’ll need all 3 skills to do any serious breaking and entering, but lockpicking and hacking will be very useful for explorers as well. 

You’ll gain LPs every time you pick a lock, hack a terminal, or infiltrate a place. Needless to say each lock and terminal pays LPs only once and sneaking is a special event, kind of like decking in the new Shadowrun games – you can’t do it at will but only during quests and special encounters while exploring.

Speech skills:

  • Persuasion – convince people to do something through reasoning or argument, the art of debate
  • Streetwise – manipulate and deceive the gullible, the art of urban survival. 
  • Impersonate – pretend to be someone else, the art of acting.

You gain 10lp every time you pick a tagged line (the points go to the skill matching the tag) plus 100 bonus points if you solve a quest with diplomacy. This way a pure talker would have much higher dialogue skills than a chatty killer (a man who clicks on all dialogue options first to gain all LP, then kills everyone anyway).

Colony Ship

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

Details

Sunday - November 11, 2018

Kingmaker - Review @ Gamebanshee

by Hiddenx, 21:53

Gamebanshee likes Pathfinder: Kingmaker:

Pathfinder: Kingmaker

Introduction
Originally designed as an alternative to the 4th edition of Dungeons & Dragons, Paizo Publishing's pen-and-paper Pathfinder Roleplaying Game was released back in 2009. With its robust fantasy world of Golarion and a rich ruleset based on the modified 3.5 edition of D&D, it's quite surprising that we're getting our first Pathfinder cRPG just now.

Released on September 25, 2018 after a successful Kickstarter campaign, Pathfinder: Kingmaker is that game. It was developed by Owlcat Games, a Russian studio that consists of numerous industry veterans and Pathfinder enthusiasts, with the help of such notable individuals like Chris Avellone and Inon Zur.

During the campaign, Kingmaker was said to be inspired by Baldur's Gate, Fallout, and Arcanum, and after spending roughly 100 hours with the game, I can safely say that those weren't just marketing buzzwords, even though Arcanum's legacy is mostly represented by an abundance of bugs of all sorts. Still, out of all the games released in the past decade or so, in my opinion Kingmaker comes closest to recapturing the magic of those classic cRPGs.

Quite an endorsement, I know, so if you're interested in a detailed breakdown of what makes Kingmaker worthy of such praise, you should read on.

 [...]

Conclusion
Even today, games like Baldur's Gate, Fallout, and Jagged Alliance 2 stand proudly as benchmarks of their respective genres, since for whatever reason, video game developers spent the past 20 years not building upon the foundation of those games, but instead streamlining and simplifying their mechanics.

No more, says Owlcat Games with Pathfinder: Kingmaker. It's time to move forward, to take the old classics as the baseline and expand them, add more features instead of taking them away. Massive, complex, and immensely fun, even a heap of bugs was not enough to diminish my enjoyment of this game.

If you like isometric RPGs, you simply owe it to yourself to play Pathfinder: Kingmaker.

Kingmaker

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

Details

The Waylanders - Game Improvements and Add-Ons

by Myrthos, 16:45

This update about The Waylanders covers game imoprovements and add-ons for your pledge.

The people behind The Waylanders pour their hearts and souls into every single detail of the content they create. Characters, environments, textures, VFX, lighting… Sometimes, even after finishing an asset, they analyze it and look for ways to make it even better.

Ever since we showcased our pre-alpha demo at game conferences such as Gamescom and the Tokyo Game Show in 2018, we have made several improvements to certain elements of the game. Today we’ll be showing you some of them!

More improvements, also of the character models, can be found at the link.
And they have an add-on for $150, which will give you a life size version of a Mourian sword.

This is not just any add-on. This is a life-size replica of a Mourian sword!

We have reached an agreement with Tier Lab, a company specialized in the handcrafting of swords, armors and other objects for cosplay, exhibitions and even approved items for LARPing!

Best of all, no sword will be identical to any other. Tier Lab, as opposed to many other companies that make every item from a single cast, handcrafts every single item. That’s right, your Mourian sword will be different to any other, it will an exclusive unique item!

The Waylanders

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

Details

Book of Demons - Scheduled for December 13

by Myrthos, 15:02

The Book of Demons is leaving Early Access to be released on the 13th of December.

Book of Demons Hacks and Slashes its Way Out of Early Access on Dec 13

Warsaw, Poland - November 7, 2018 - Book of Demons, Thing Trunk's unique deck-building, papercraft Hack and Slash announces its exit from Early Access this December 13th. Enjoying a hugely successful development cycle, the Book of Demons launch brings with it many improvements based on community feedback, new cards, and even a grand finale special surprise for those of you who can defeat the ever-dangerous Archdemon.

To herald this exciting event, Thing Trunk has created a new video with 21 Facts about Book of Demons that everyone should know as game launch nears!

"Early access has been very successful for Book of Demons. It's allowed players to give us constant feedback on the game and allowed us to balance and add features according to their feedback. We're almost sad that early access is ending, but it means that it is almost time to launch the full game and that is what we're most excited about now." - Filip Starzynski, Thing Trunk co-founder.

Thing Trunk is proudly a Polish game developer and Book of Demons is taking part in the Polish Sale on Steam running November 6 through November 9. This is the largest sale for Book of Demons to date with 50% off the retail price. It is also the last sale before Book of Demons leaves Early Access, so act fast before it bumps its regular price to $24.99.

Book of Demons is a Hack & Slash deckbuilding hybrid in which YOU decide the length of quests. Wield magic cards instead of weapons and slay the armies of darkness in the dungeons below the Old Cathedral. Save the terror-stricken Paperverse from the clutches of the Archdemon himself! Featuring:

  • Procedurally Generated Dungeons
  • 40 magic cards including magical and legendary variants per character class
  • Roguelike Mode for fans of an extreme challenge
  • 70+ different types of monsters, with different traits and custom mechanics
  • Xbox and Steam controller support
  • 3 underground realms and epic Quest Boss battles
  • Monthly and all-time Leaderboards, 200+ Achievements

Book of Demons is the first installment of Return 2 Games - a series of original mid-core titles, inspired by the early golden days of PC gaming coming from Thing Trunk. Book of Demons launches for PC and Mac OSX gamers on December 13, 2018.

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Book of Demons

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

Details

Call of Cthulhu - Accolade Trailer

by Myrthos, 14:59

An accolade trailer has been made available for Call of Cthulhu.

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Call of Cthulhu

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

Details

Void Bastards - Inspired by System Shock 2 & Bioshock

by Silver, 12:16

The Void Bastards announcement trailer which is due sometime during 2019.

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Inspired by BioShock and System Shock 2, Void Bastards is a revolutionary new strategy-shooter that will test your wits as well as exercise your aim. Can you lead the misfit prisoners of the Void Ark through the derelict spaceships and myriad dangers of the Sargasso Nebula?

Non-RPG General News

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

Details

Battle Brothers - Psychology and Resilience

by Silver, 11:45

A new update for Battle Brothers focuses on psychology and resilience.

The ‘Beasts & Exploration’ DLC is set to release on the 29th of this month and by now it’s essentially feature-complete. We’ve moved on to thoroughly test, balance and polish everything, but there’s still so many interesting smaller things we haven’t even talked about yet. Let’s shine a light on some more of these this week!

Mercenary Psychology

A mercenary’s life isn’t easy, and seeing the man to the left split in two by an orc and the man to the right mauled by an unhold does put a strain on the psyche. People react differently to this, and so we’re introducing several new traits that characters can gain and lose over the course of a campaign depending on how their time with the company goes, what their background is and what other traits they have.

For example, a devastating loss against orcs may result in a character starting to fear greenskins and having less resolve when in battle against them. A sentiment that most people who played Battle Brothers can sympathize with. But as he grows in experience and is hardened by battle, he will eventually overcome his fear and lose the trait again. At the same time, another character may handle the loss quite differently, become more determined and start to hate greenskins instead, gaining a bonus to resolve when fighting against them. All in all, the number of new character traits has now climbed to be 16 – good, bad, and combinations of the two. Most of them have event interactions, some unlock additional options in events, and many of them can be gained or lost by events.

Events

Speaking of events, we’re currently at 52 new ones for the game. There’s still time left until release, so it’ll likely end up to be even more in the end. Alongside these events we’re also adding a lot of new illustrations and updating a couple of older ones with more high quality artwork.

As you may have guessed, that illustration on the left is related to one of the upcoming legendary locations.

Resilience

As part of the free update accompanying the upcoming ‘Beasts & Exploration’ DLC, we’re doing a balance pass on all of the character perks. The objective isn’t to make the game any easier or harder, but to further improve build variety, especially in the late game. You’ll find a list of all perk changes in the changelog once the update is live, but there’s two perks, one old and one new, which we want to talk about in more detail.

The ‘Hold Out’ perk stands out as the least-picked perk in the game currently; it benefits you only in a specific situation you want to avoid as much as possible, while at the same time you can pick other perks instead that actually help you to avoid getting into that situation in the first place. We’re going to entirely replace the ‘Hold Out’ perk with a new perk called ‘Resilient’. If you’re one of the few people that liked to pick the old ‘Hold Out’ perk, fret not, for you can now get the same effect without having to spend a perk point for it by drinking an ‘Iron Will Potion’ which can be crafted at the taxidermist from relatively common ingredients.

The new ‘Resilient’ perk reduces the duration of any negative status effect with a finite duration by one turn, up to a minimum of one turn. For example, the ‘Bleeding’ or ‘Poisoned’ status effects both have a duration of two turns, which get reduced to one turn. Of course, with a shorter duration, those two effects will also inflict less damage to a character. And quite importantly, some new status effects, like being ‘Charmed’ by a Hexe, also get their duration reduced by one turn. It’s not necessary to have the perk in order to beat the Hexe at all, but it is one possible counter and can be quite helpful if you otherwise struggle against opponents which rely on negative status effects to make your life hell.

More Proactive Garrisons

And speaking of making your life hell, enemy bases are more proactive now in sending out parties to intercept anyone that threatens them and that they can realistically take on. Camping right next to a bandit hideout to wait for morning may not be the best idea anymore, and even locations infested by undead may send out parties come night. On the bright side, if a base sends out a party to intercept enemies, their garrison will be weakened, and in some cases only a skeleton crew will remain. You can use it to your advantage by splitting a large enemy force in two, or even attack while a third party is luring part of a garrison away!

Let’s Play!

Join us again next week for some moving pictures. Our very own Jaysen will start a new Let’s Play series with the ‘Beasts & Exploration’ DLC and explain all of the new features and content as he encounters them.

Thanks Couchpotato!

Battle Brothers

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

Details

Phoenix Point - Backer Build Three

by Silver, 11:33

Snapshot Games have outlined what features to expect from Backer Build Three for Phoenix Point.

Backer Build Three

With Backer Build Three just around the corner, we're taking this time to run you through some of the features and changes to expect to see. At the time of writing this, finishing touches are being applied. As a result, the released version may vary slightly from this update in appearance and features.

The Geoscape

According to our Twitter and Facebook surveys, the thing most of you have been waiting for. The Geoscape strategic layer is where everything comes together. We still have a lot of features and functionality to add, such as the events system, base management, research & development, but the basics are there to move from mission to mission.

On the Geoscape, you can explore the map to find scavenging sites, Havens, alien nests and abandoned Phoenix Project bases. You will be able to save and reload your progress from the Geoscape screen.
The Geoscape

The Geoscape

You will start with one base, one transport and a squad of 4, plus an Armadillo APC. You will have to carefully explore the points of interest on the map to discover the various different locations. Your transport only has a limited amount of fuel, affecting the distance it can travel. You can use resources to build refueling stations at certain locations to extend your range, or use resources for an emergency refueling. That latter is less expensive and useful if you have nowhere to build a refueling station, but it's a one off boost. Plan your exploration wisely.

Explored sites

As you uncover the various locations around the map you will reveal scavenging sites which you can clear for resources. Faction and independent Havens which may come under attack. In the above image we can see an independent Haven being attacked. The closing circle around the Haven icon shows us which way the battle is currently going (in this case the Haven ais winning) and will tick down as the battle nears its conclusion. If you arrive there fast enough, you can help defend the Haven in exchange for resources and reputation.

You will also find new Phoenix Project bases which will increase your range and squad capacity, along with giving you another transport and allowing you to hire soldiers for the food resource.

Additionally, alien nests will start to spawn on the map if you wish to take the fight to the enemy!

Squad Management

From the Geoscape screen you will also be able to access the squad roster.
The Squad Roster

The Squad Roster

The roster will allow you to see all of your available soldiers (and vehicles) at a glance, along with their class, status, current loadout and which facility or transport they are assigned to. From this screen you can reassign your available units to different locations or access their gear loadout.

The Loadout screen

From the loadout screen you can reassign your starting equipment between your soldiers along with any additional items you have recovered from previous missions. You can re-equip armor, weapons and additional consumables.

New Environments

In the previous Backer Builds, all battles took place in one variety of New Jericho Haven. Backer Build Three sees the introduction of more variety: Run-down and dilapidated scavenger sites, neutral Havens and a variety of different New Jericho Havens. In addition you will also see alien nests for the first time!

A Haven defense mission

The Mist

We have added the first implementation of The Mist to the tactical missions. Spawned by certain enemies (such as the Mist Sentinel), The Mist will slowly start to crawl across the map. In the final game The Mist will have a variety of effects. In Backer Build Three it blocks your line of sight and gives the enemy vision of any units you have in contact with it.

The Mist and a Mist Sentinel

New Enemy Types

Speaking of Sentinels, we have two main new enemy types in Backer Build Three. We have the aforementioned Sentinels which currently come in three varieties. We've already given away the purpose of the Mist Sentinel. We will let you discover what the others do for yourself. Sentinels are usually dormant until they become aware of your presence. They take a single turn of preparation before using their main ability. Use this to your advantage.

The Sentinel Variants

Mindfraggers are fast little buggers. They will scuttle across the map and attempt to latch onto any unsuspecting soldier, taking control of them. Your Technician has an ability to remove them, so try to keep him safe. In an emergency you can always attempt to shoot them off........ it isn't recommended.

A Mindfragger

New Class Abilities

Several new abilities have been added to the 4 classes included in Backer Build Three. These open up more tactical opportunities which might get you out of a pinch. Be warned, such abilities can take their toll on the soldier using them, greatly reducing their Will Power.

Below: The Heavy's new "Rage Burst" ability which consumes a high amount of Will Points to unload an entire magazine of ammo between two target points.

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After Backer Build Three is delivered, we will be updating our roadmap and starting to reveal the next stage of development with things you can look forward to in Backer Build Four.

Thanks Couchpotato!

Phoenix Point

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

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Kynseed - Early Access Release

by Hiddenx, 11:30

The sandbox RPG Kynseed is available as Early Access version on Steam:

Kynseed

Kynseed is a sandbox life sim RPG brought to you by developers who worked on the Fable series for Lionhead Studios.

Live your life in a quirky world where everyone ages and dies, including your pets! Take control of the mystical Kynseed and grow your family legacy over generations as you pass your skills and powers down to your children.

  • Run a business such as a blacksmith, tavern, apothecary, or goods store.
  • Go adventuring in dangerous regions and battle dark faery tale creatures.
  • Farm your land to create various ingredients that you'll come to rely on.
  • Develop relationships with NPC’s who have their own lives and who will remember your deeds, actions, and pranks!
  • Find proverbs to unlock the secrets of this mysterious dark faery tale world.
  • Gather materials to create items, craft beers, or mix cures for a range of bizarre maladies.
  • Buy strange artifacts from the mysterious Mr Fairweather - items which can aid your chores, help you in combat, or just let you mess with the world. But be warned of his life tax, for each item must be paid with years from your life!
In Kynseed, live your lives the way you choose in a lovingly handcrafted 2D open world.

Kynseed

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

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Infinite Adventures - Let's Try

by Hiddenx, 11:02

Wanderbots checked out the dungeon crawler Infinite Adventures:

Let's Try Infinite Adventures - Designated Dungeon Crawler

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The adventure begins as you select from 5 races and 10 character classes to create your hero by choosing from nearly 200 pieces of vivid character art. Create a party of allies to join you on your adventure while exploring 24 levels of the dungeon along with an infinite number of procedurally generated levels.
Characters earn skill points that can be used to customize each character. There are more than 260 skills and 24 powerful summons abilities to be mastered.
You will find yourself engaged in the fully voiced story-line as you conquer the challenges of the Labyrinth. Battle through hundreds of enemies and dozens of bosses to discover the truth of your past and why the Labyrinth was created.

Infinite Adventures

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

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Thronebreaker - Reviews

by Hiddenx, 10:52

Some reviews for the card-based RPG Thronebreaker: The Witcher Tales:

TechRaptor - Score 7/10

Twinfinite - Score 4.5/5

Windowscentral - Score 5/5

NoobFeed - Score 5/5


Thronebreaker

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

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Vagrus: The Riven Realms - Character Design

by Hiddenx, 10:33

The devs explain the character-art-design of Vagrus: The Riven Realms:

Character Design - Part 3

In the last part of our character design series, we talked about what goes into conceptualizing and designing characters and touched upon how Bazsó came up with distinct the art style for characters and how Szonja raised the bar when working with the majority of them.

Now it's time to discuss what actually happens after the initial phase of concepts and moodboards. Mind you, this will probably have information that is well-known by any graphic designers who work on 2D character art; yet others may find it intriguing.

A Sketch
Often - but not always - Geri prepares sketches for the individual phases of a character. Other times we take photos where one of us poses as the character and these can be used as references. The sketch or photo is then taken by Szonja who makes several improved sketches and concepts before she gets down a primary that we decide to roll with.

Linework
Working in Photoshop, Szonja does the linework for the 'idle' position of the character. There are usually several iterations of this until everyone is happy with all the aspects of the sprite. This is also the phase when a lot of detail gets placed and parts get more definition.

Coloring and Shading
The idle phase image then goes through coloring. This is usually not something we iterate much, as most of the time the color scheme is already set during the concept phase. This is where a lot of surfaces get details, like textiles. Everything is done with hard brushes, no texture brushes are used.

Shading is the last step, following the guidelines set by Bazsó in his initial character art direction to achieve that specific comic-book look. This involves applying a shadow layer first and then subtracting parts of it being hit by directional light. Finally, contact shadows and highlights are added.

Further Phases
This above process is then repeated 4-7 times (once for each pose), depending on the number of poses. Short review rounds are between each phase before the poses are accepted. After all that, the character's base art assets are done. Except...

Finishing Touches
Once the images are finalized, they are exported to .png format and are plugged right into Unity, where pivot points are set, placements are tweaked, and effects/decals are added, which is a whole, complex process in and of itself.

Challenges
Currently, the most challenging parts of this process are encountered when a character - due to variations in apparel and paraphernalia like the elemental shamans or tribesmen - has to have overlapping layers in the source files, matching perfectly with the other layers.

The other source of considerable headache is that the idle poses have to be ready to be skeleton-framed and animated later, so we have to think about that and draw 'behind' the future moving parts.

In the last part of our character design series, we'll talk about how we design character stats and combat roles, as well as how we implement them. Be sure to check that out, too!

Vagrus: The Riven Realms

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

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Microsoft - Acquires Obsidian and InXile

by Hiddenx, 01:14

IGN reports:

Microsoft Acquires Obsidian Entertainment and InXile

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Microsoft Games

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Saturday - November 10, 2018

Opinion - Cthulhu has losts its Scare Factor

by Silver, 21:04

Gamespew writes that Cthulhu is no longer delivering the scares.

...

Whatever the reason for Cthulhu’s massive popularity, it’s time for creators to look elsewhere for their nightmarish entities, preferably crafting their own otherworldly threat. Through repetition, the character has been robbed all mystique and menace. I suspect its appearance in the real world would be greeted with cries of “Yay! Cthulhu”, followed by a horde of people rushing over to hug it. Because when can you can wander into Hot Topic and purchase a cuddly plush of a cosmic horror, maybe it’s not so scary any more.

Thanks Farflame!

General News

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

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Deus Ex - Revision Mod 1.4.0.1 Available

by Silver, 21:02

@DSOGaming The Revision mod v1.4.0.1 is now available for the original Deus Ex, bringing improvements and fixes.

Caustic Creative has released a brand new version of its overhaul mod for the original Deus Ex, Revision. In case you weren’t aware of, Deus Ex: Revision is a large-scale re-imagining of the world of Deus Ex, bringing a tightly integrated aesthetic-oriented approach to the original gameplay.

[...]

Thanks Farflame!

Deus Ex

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

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Arani - Reveal Trailer

by Silver, 20:58

The reveal trailer for action RPG Arani.

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Join Araní, the bravest warrior from the Sun Tribe, in her journey of self-discovery and fighting mastery to save her people from an ancient mythological power.

http://aranigame.com

http://dioramadigital.com

Thanks Farflame!

General News

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

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Element: Space - Early Access November 12th

by Silver, 13:57

Element: Space will go into Steam Early Access November 12th.

Early Access (briefly) Delayed

Hi everyone!
While enlisting Element: Space's Early Access Launch (set for November 12th), an unexpected matter came up (our app is on review queue!).
In the meantime, we're still working hard together with the QA, Dev and Marketing teams to make sure we provide you with the best game possible.
We do apologize for this incovenience.
We thank you for the comments, feedback and support we've been recieving about our first game at the events we've been part of and in our social networks.
Next week we will keep you updated on news (and of course a final Early Access date, which is right around the corner!).
Stay tuned!

Element: Space

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

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Realms Beyond - Tools Preview

by Silver, 13:50

A preview of the tools used for Realms Beyond. The Kickstarter has 5 days remaining and is close to funding.

Tools Preview, First Social Goal reached, Italian Version

Tools

In today's update we will show you a little preview video of our editing tools, which will be shipped along with the game as mod tools, so you can create your own scenarios and campaigns.

Our map editor allows you to texture and modify the landscape, place objects and effects, set the lighting and place creatures and NPCs on the map. It's a powerful editor which gives you a lot of options, but the map building process is quick and easy to learn.

The dialogue editor is just as easy to use and just as powerful. Easily write different conversation nodes and connect them with a click of your mouse. Add conditions to the different dialogue options, making them only available to certain classes or races. Or make them dependent on the player character's gender, or a certain skill or stat. With the dialog editor's script calls, you can implement a large variety of condition checks, and you can have NPCs react in different ways to the player's dialogue choices. 

We use AngelScript as a scripting language, which is an object-oriented language based on the syntax of C++. This allows you to create all kinds of interesting scripts to spice up your campaign with the custom scenes you want it to have.

Realms Beyond provides you with powerful modding tools that are easy to learn and allow for quick and efficient mapping and dialogue scripting once you are familiar with them.

Have a look:

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Social Goal reached

We have reached our first social goal! 506 people now follow our Facebook page and the fourth beer mug has been unlocked! We want to thank all our backers by including the Digital Art Book with many high res concept artworks of the game as a bonus.


Italian Version

We're overwhelmed by the interest of the Italian RPG community and the support of our Italian backers is tremendous. Therefore, we are happy to announce that we can finally confirm the Italian version of the game!

Once again, thanks to everyone supporting us! Stay tuned for new updates!

Realms Beyond

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

Details

Fallout: New California - Review @VG24/7

by Silver, 09:00

VG24/7 reviewed mod Fallout: New California and admired its attention to details.

New California is also very good at introducing you to interesting environments, lavish with visual detail, and then failing to populate these places with anything to do or anyone to speak to.

This is a real radroach in your sugar bombs because the voice acting is so bloody good. Early on, I meet an ex-raider named Richard Camper. I’ve already removed my Vault 18 suit as to not arouse suspicion, but he clocks me instantly. His ‘pappy’ came from a Vault, and besides, my healthy skin and eyes are a dead giveaway that I’ve not long been on the surface. As he speaks, his voice cracks with a weary wisdom and playful spark that makes me instantly believe in this world. He’s just one of many similarly great performances.

[...]

Thanks Farflame!

Fallout: NV

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released

Details

Friday - November 09, 2018

General News - Chris Avellone Interview

by Silver, 20:00

Chris Avellone was interviewed by PCGamesN about Baldur's Gate 3, Fallout: Van Buren and Pillars of Eternity.

Is there something special about Baldur’s Gate that its spiritual successors haven’t captured yet?

The charm of the companions, for starters. One challenge I came back to after Pillars of Eternity (and I admit, I wrote two companions) is that a lot of the companions had lost a sense of charm that the original Baldur’s Gate cast had. It hit me when I got involved with the Enhanced Editions, because they reminded me of the companion design of the original game and made me realise that following a formula had taken Obsidian largely off the beaten path. I say Pillars 1, as I didn’t play Pillars 2, but the Pillars 1 companions with the possible exception of Eder just didn’t carry the same punch as the Baldur’s Gate crew. The Baldur’s Gate crew felt like your friends, rivals, and even your conscience at times, but none of the Pillars companions had that charm about them. Again, I felt partly to blame for that.

[...]

General News

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

Details

Edge Of Eternity - Early Access December 5th

by Myrthos, 16:01

The Early Access of Edge of Eternity is delayed with a week to December 5th, according to the information we received:

Previously planned for launch on 29th November, the team at Midgar Studio have shifted the date back a week to allow them time to add final polish before the Early Access launch.

The Steam page says the following:

Not much time left before the Early Access. Our hearts are pounding with excitement - with a few ectopic beat here and there - at the perspective of the release.

But before we get ahead of ourselves, let's take a few moments to go back in time. Let us drop that controller down, take a hot cup of cocoa... and reminisce.

It was February, 15th 2015. That day, we launched a successful Kickstarter campaign to raise additional funds for Edge of Eternity - the feedback and participation of our 4,045 backers was nothing short of amazing.

We were already determined to make Edge of Eternity awesome, but the Kickstarter community kicked up our ambitions even higher. This wasn't just "a J-RPG made by a few fans of the genre" anymore: thanks to the resonating success of this crowdfunding, it became something greater.

It was a love letter to the genre, yes, but also much more. It was not just "our" project anymore, it became something... else, something bigger than what we envisioned. The funds were a big help, of course, but the support we got, the kind words, the remarks, and the interest were what pushed us forward the most.

So we began working on it, iterating, improving the game, the gameplay, the story...

And...

The characters,

And pretty much everything.

When we look back at it, the amount of work accomplished is daunting. If we had been confronted with the final product several years back, we don't know if (and how) we could’ve pull it off.

But this is not about patting ourselves on the back: we're not there yet. And there is still a lot of work to do. It's been almost four years since the Kickstarter, and now we will begin the Early Access period. We are confident that, with the help of the community, we will be able to improve the game to new heights - more than we did during these past years.

It will be a new stage of development, one that will be made hand-in-hand with the players - and this is probably what we're looking forward the most.

On more down-to-earth news, we must also announce that we are postponing the Early Access date to December the 5th. We are going through the last stretch of polishing and want to insure that the game - even though it is still in EA - will be as enjoyable as it can be.

 

Edge Of Eternity

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

Details

HellSign - Available in Early Access

by Myrthos, 15:53

HellSign is available no in Early Access on Steam.

Research. Remove. Repeat. Supernatural RPG HellSign Out Now on Steam Early Access

AUSTRALIA -- November 9, 2018 - Bust out your Cryptonomicon, because hardcore supernatural RPG, HellSign, is available now on Steam Early Access! Blending in-depth location-based investigation and research, with nail-biting paranormal hunting action, experience the tension of stepping into the unknown, collecting clues, trying to figure out what you're up against and eliminating it before it takes you out.

Geists lurking in the shadows? Giant, toothy, door mimics? Massive man-eating spiders? Drawing influence from a wide range of paranormal monster of the week TV shows and spine-tingling survival horror games, HellSign features a diverse and horrifying cast of creatures to research and hunt down across procedurally generated locales that'll leave you questioning whether you should have grabbed a flare or spectral projector.

Sporting a feature-complete gameplay experience, HellSign's Early Access launch represents the first of three distinct chapters to Ballistic Interactive's supernatural story. In addition to releasing the game's final two chapters over time as they move towards a full launch in late 2019, the team at Ballistic are committed to working with the community as they lock and load for an experience that'll leave you feeling like a bonafide Winchester or member of the Scooby Squad.

For more information about what's available now and what will be available come the full launch, take a look at below:

 

Early Access Launch Features:

Story mode - Chapter 1 of 3

3 bosses and 13 creatures to hunt

Gameplay feature-complete

10-12 hours of gameplay

 

Full Game Launch Features:

Story mode told over three chapters

12+ bosses and 25+ creatures to hunt

3+ job locations to investigate

Enhancements and tweaks to core gameplay

40 hours of gameplay

 

HellSign is available now on Steam Early Access (PC), retailing for $14.99 USD. For more information on the game and updates on it's journey to 1.0, be sure to check it out on Steam, follow Ballistic Interactive on Twitter and Facebook, and check out the official website!

About HellSign

  • Tricks Of The Trade - Start your journey with a flickering torch, rusty gun and a whole lot of guts. Complete jobs to develop your skills and learn more about the monsters that haunt the night. Develop your character and build your arsenal through a detailed RPG and job system. Become an elite hunter and get your revenge.

  • Choose Your Contracts - There are all manner of creatures prowling the streets, from ghosts to hellhounds, monstrous spiders to demons. Which order you take on contracts is up to you, but each monster you slay brings you closer to unearthing the dark truth that's been stalking you.

  • Hunt, Or Be Hunted - How you clear the town is up to you. Go in guns blazing and let your shotgun do the talking, or plan and research your targets to use their weaknesses against them.

  • Study Your Prey - As a hunter, knowledge is one of your greatest weapons. Read your environment and uncover the weaknesses of the creatures you're hunting, to make it a little easier to slay them. The Cryptonomicon is your hunter guidebook, tracking the creatures you've slain and the signs you've collected.

Use Your Tools - From shotguns and booby traps, to silver nitrate rounds and high tech gadgets - there are many tools in your arsenal to help you fight the darkness. Choosing what to bring with you, and when to use it can be the difference between victory and a grizzly defeat.

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HellSign

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

Details

Stygian - The UI Design of Stygian

by Silver, 06:58

The latest update from Stygian: Reign of the Old Ones explains their approach to UI design and shows some examples.

Structure in Madness: The UI Design of Stygian

Greetings fellow inmate,

Yes, we are completely aware of the fact that what you had to go through was not a fabrication of your mind. On the contrary, my dear, it was as real as the air you breathe or our darkening sun that fails to warm your soul as it used to... 

Let them believe in their petty, fragile reality and try to cure you like it will make any difference in the upcoming times. Oh, don't you worry, the Black Day is nigh my dear...

Until our time comes, let me further educate you in our ways. They may call us mad but there is a structure even in madness... Let me introduce an old friend to you...

Hey backers, I’m Mehmet Reha Tugcu, the UI designer of Stygian and I’m here to talk a bit about our user interface. Our primary goal while designing the UI was to preserve the aesthetic of the game while maintaining the user friendliness of modern games. 

  A segment of character creation screen

Much like the RPGs of old, our HUDs are highly decorative and textured. Even though our UI is a homage to the godfathers of the genre, we’ve tried to avoid their flaws like cluttered elements and confusing players with information overload. Hopefully older players will feel right at home using the interface while newer players won’t be overwhelmed by the depth of the game.  

[...]

Stygian

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

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The Waylanders - Celtic Locations, New Writer and New Formations

by Myrthos, 00:23

There are three new updates for The Waylanders we have not reported about yet. First there is the update about the Celtic locations you start your adventure in.

Many of the locations you can visit in The Waylanders are based off of real historical sites in Spain, such as the one below:

This location is based on Santa Tecla's hillfort (also known as Santa Trega), a place in the Southwest of Galicia. It's considered a Place of Cultural Interest, and wan inhabited around 2000 years ago
This location is based on Santa Tecla's hillfort (also known as Santa Trega), a place in the Southwest of Galicia. It's considered a Place of Cultural Interest, and wan inhabited around 2000 years ago

In The Waylanders, your adventure begins in the Celtic region of Kaltia, in what is now Galicia in Northwestern Spain.

Kaltia has a lot of places you can visit, rich in nuances and dissimilar from each other. Coastal villages, big forests, necropolis, underground cities, werewolves camps... Let's take a quick look to some Celtic locations you can enjoy on The Waylanders!

....

Furthermore they decided to hire one of the writers who was part of a stretch goal.

The story is one of the most important parts in The Waylanders. That’s the reason why we are collaborating with experienced scriptwriters. In fact, our first stretch goals is to count on Emily Grace Buck, one of the most talented writers in videogames industry.

But we have great news for all of you. She is heavily involved in the campaign and really interested in The Waylanders, so we’ve reached an agreement… Emily is now part of the team!

The Waylanders is still an indie RPG, but we are really happy because she’s an AAA person with the skills to write an AAA story for the game.

This announcement means, Emily is free from her ‘stretch goal jail’, and this is now unlocked, even before reaching the $200,000 goal!

And then there are the new formations:

As you already know, the formation system is one of the most innovative features in The Waylanders.

When we release the Kickstarter campaign, we showed you three formations available in the pre-alpha demo: the orb, the arrow head and the phallanx formations.

In this update, we want to show three new formations. And we can assure these formations are different to any traditional formation you've seen until now. Keep reading!

The Sorcerer Tower is a long-range static formation, made to be protected while it deals great magical damage.

The healer Tree Formation allows you to have a flexible and strong unit, highly resistant to magic and capable of supporting all other units. Advantages to using this strategy vary depending on which allies take part in the formation.

The ranger Star formation allows you to constantly shoot in any direction, plus you can use an ability to switch from having a movable to a static unit, allowing you to attack enemies located at great distances.

Check out the link for some videos about these formations.

The Waylanders

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

Details