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Monday - February 18, 2019

Colony Ship - Sequel Planned

by Silver, 22:00

Iron Tower Studio has posted its business report for 2019 and nestled amongst it is plans for a sequel to Colony Ship.

Another year has gone by, so let's tally up the numbers and see how we fared in 2018.

The Age of Decadence

2013-2014 (Early Access & Direct Pre-Orders): 13,124 units - $320,157 - $24.39 avg.
2015: 20,771 - $472,869 - $22.76
2016: 48,798 - $620,914 - $12.72 (50% discount is introduced in March)
2017: 43,808 - $293,714 - $6.70 (75% off on sale events throughout the year)
2018: 27,121 - $151,786 - $5.60 (reduced the base price from $29.99 to $19.99; 60-80% off sale events throughout the year)
2019: 7,110 - $24,316 - $3.42 (reduced the base price to $14.99 - I think it's a fair price for those who want to support development and buy at a higher price, everyone else will wait for the next sale anyway

160,732 units in total. Since the game was released 3 years ago, which is a long time for games, we decided it was the right time to do a bundle with Fanatical, which sold 43,081 units, so overall including the first 6 weeks of 2019 we sold 203,813 units.

Wishlists - 282,105 total, remaining 112,731, conversion rate 26.5%. The average seems to be 10-15%, so it seems we did well there. The demo was downloaded 49,703 times, the conversion rate was steadily climbing from 5.2% back in Early Access to 21.7%.

Dungeon Rats

2016: 13,442 units - $85,383 - $6.35 avg.
2017: 17,951 - $89,720 - $4.99
2018: 13,152 - $44,453 - $3.38
2019: 1,562 - $4,800 - $3.07

46,107 units overall, $224k in sales. So far we spent $74k on Colony Ship (payments to contractors), so at very least Dungeon Rats is doing a fine job paying these bills as we're far from done here.

Wishlist - 48,938 in total, remaining 24,296, conversion rate 22.7%

Colony Ship, formerly known as The New World

As the last update says, we finally have a playable build, so we hope to release the combat beta in 2 months and a full demo by the end of the year, so it should be a very busy, stressful, but exciting year for us. In unexpected news, our efforts were noticed and we've received our first publishing offer from a well-known company (in fact, I was very surprised to learn that not only they're aware we exist but that they also read our updates occasionally). Some folks are destined for greatness and greatness does call for strategic alliances and capital injections. Sadly, we're too small-minded to dream of such things, so we'll stick with our 0.0003% of the global market.

Anyway, we've been working for 2 years building the "infrastructure" (RPG-izing the engine, developing systems: character, combat, stealth, inventory, dialogue, etc), working on items, models, effects, etc. Even though we're far from done, the time and effort investment is already considerable. Starting from scratch every time is painful, so we'll have to brave the dangers of the "more of the same" curse and do a proper sequel, instead of another small tactical game or a brand new project.

Naturally, investing 3 years into a sequel and selling 30% of the original will be equally painful (as Dungeon Rats' sales data shows, you don't have to spend 3 years to sell 30% when a single year will do), but what we in mind is so crazy it might actually work.

The main problem with sequels is that the setting and gameplay remain the same. It's nearly impossible to switch gears and offer the player something radically different. While your best fans may be enthralled with the initial game and crave more of it, part of what they are craving is the sense of exploration (of a land and a rule set), novelty, and wonder that accompanying a new RPG - things that will almost inherently be absent in a sequel. Obsidian's Deadfire, for example, plays the same way as the original (which is to be expected, of course; after all, Fallout 2 plays the same way too - you know what works, what doesn't, so you follow the established path and know what to expect from the enemies and factions). With Colony Ship, this problem is easy to solve, not because we're so clever, but because the setting itself implies its solution: we land the Ship and start the Colony.

A Tentative Sequel

From Colony Ship's intro: "...after the Ship's launch a deep space probe transmitted highly detailed images of the surface, which revealed one minor setback: this very habitable world is already inhabited. Since the voyage is estimated to take close to 400 years, it's possible that by the time the Ship arrives the colonists will encounter a mature civilization, corresponding to Earth's Middles Ages."

The typical space opera trope is that when we make first contact, it is with aliens either corresponding to very primitive indigenous people (such as in Avatar), consisting of a nightmarish swarm (as in Starship Troopers), or at some extraordinary level of technology themselves (as in Star Trek or Babylon 5). Here, however, while the aliens are pre-industrial, they are well past the spears and face-paint stage, and have well-established political, economic, and military systems.

More importantly, they are alien, which means that while they may be humanoid (to make our animator's life easier), the fundamental logic of their society, religion, and power should be truly alien to ours and vice versa. The result is a highly asymmetrical kulturcampf.

For the record, it won't be a retelling of the conquest of the New World but on another planet. The ragtag Terrans who'd land on Proxima B after 400 years of space travel and in-fighting will be at a disadvantage and will have to fight for survival and adapt to this less than welcoming arid new world. Reinforcements won't be coming, so the Terrans will be on their own and each defeat will bring them closer to being wiped out for good. They will have to rely on crude firearms more than ever as the high-tech weapons and gear intended for the future colony were used up during the Mutiny and the civil war that followed. New factions will emerge in response to new threats, each offering a different way to survive and become part of this world.

While we're playing around with the basic concepts, we're exploring what the alien civilization might look like. Joan Piqué Llorens out of Barcelona thinks it might look like this:



Colony Ship

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


Heretic Operative - Released

by Silver, 20:48

Heretic Operative has been released on Steam to a 10% launch discount.


Launch day!

Magic is a sin. It corrupts everything it touches.

Those who use magic are branded as “Heretics” by the church, and heresy is punishable by death.

At the fringes of civilization, the mages of the Cultus Arcanum give themselves freely over to the Corruption – performing dark rituals to let loose untold nightmares upon the world.

It will take a powerful heretic to preserve the spark of magic against both the Church and the Cult.

You are that Heretic Operative.

  • Control a secret society dedicated to using magic for the benefit of the world, at a time when all mages are considered “heretics” to be hunted by the Templars.
  • Master over 50 different spells to overcome challenges in and out of combat. But be wary of the Corruption that accompanies magic. The more powerful you become, the greater the risk of losing control.
  • Fight enemy cultists, zealous templars, and ravenous monsters through a unique dice-based combat system. Employ mercenaries, devastating spells, and powerful artifacts to prevail.
  • Explore the Northern Reach, where the frayed edges of the Empire are under constant threat. From vast museums in the city of Ione, to the farms in the countryside, to ruined temples of ancient gods, to camps of raiding Orcs, every location offers unique challenges.
  • Make contact with other Heretic Operatives and recruit townsfolk to spread your Heretical influence and stop the diabolical Cultus Arcanum.
  • Encounter more than 270 different adventure cards, full of challenging decisions that change the way your story unfolds. Will you risk your life and mission to save innocents from a burning building or live with the stain on your soul from abandoning them? Will you stand your ground against the Orcs for honor’s sake or be more prudent and flee? Do you bother to learn all of the verses in the Elven Song of Greeting or is now the time to take a stand against ridiculous Elven ceremony?
  • More than 7 playable Operatives (and counting), 6 different story decks, and 4 enemy cults, means your story plays out differently each time. Use different strategies and wisely deploy your resources to defeat the most challenging combinations.

Heretic Operative intertwines deep gameplay with a dynamic story to create an innovative and original experience: a unique fusion of strategy, RPG, and board game mechanics.

Heretic Operative

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


Bard's Tale IV - Early 2019 Update

by Silver, 20:40

A new update for The Bard's Tale IV: Barrow's Deep announces a directors cut for June, which is also when mac and linux versions will be available.

Early 2019 Update

Posted by inXile entertainment (Creator)

Production Notes

Hi all, Paul here. We hope everyone had a fantastic holiday season and is having a good 2019 so far. For us, it has been a very busy and momentous last few months. As we move into the new year, things are coming more into focus and we would like to provide some quick updates on the progression of The Bard’s Tale IV’s updated 2.0 version, as well as an update on the Mac & Linux versions of the game.

A New Journey for inXile


As many of you know, we were recently acquired by Microsoft, which is a great boon as we plan out future titles and has the added benefit of providing opportunities to improve our current and in-development game titles, including The Bard’s Tale IV: Barrows Deep. We are very happy to be part of this new federation of Microsoft studios. As creators and game developers, we look forward to leveraging and utilizing the many tools, features, and services that Microsoft can offer.

2.0 expands to become the Director’s Cut

We are still in development on the free DLC patch, which also includes a number of other player-requested features and items off of our own post-release support list. As the scope of the patch has expanded (and continues to), we decided that it warranted a more formal title than 2.0. When released, it will turn the game into “The Bard’s Tale IV: Barrows Deep - Director’s Cut”. We are introducing several new features, most notably the previously mentioned DLC and an engine update, a larger undertaking allowing us to further improve performance and optimization. Many of those features were discussed in our last update, and include:

  • A new dungeon and story line featuring new enemy types
  • New items (master-crafted gear and Dwarven Weapons)
  • Inventory filtering
  • Expanded balancing efforts across the entire game (combat, economy, abilities, etc.) based on player feedback and our own testing
  • A new Song of Exploration allowing you to bypass puzzles if those aren't your jam 
  • Additional character portraits
  • A new intro animatic
  • Expanded work on improving localization
  • Updated game engine
  • Improved performance and stability
  • Improved level art 
  • Reworked main menu
  • Numerous bug fixes

And much more! We are also currently working with Microsoft to improve and optimize our gamepad support. The Director's Cut is scheduled to go live in June.

Mac and Linux Users:

We’ve seen your comments and hear you. The Mac and Linux builds are making great progress in co-development and parity to our main version with our development builds and current feature production pipeline. We have a full-time dedicated team for each platform (Mac & Linux), and those teams are working concurrently with our main features dev teams.

The issue we have as developers is that we are unable to finalize the Mac and Linux versions of the game and continue to simultaneously make such sweeping changes to it. We wanted to resolve the issues that affected the PC launch before we shipped Mac and Linux and this dovetailed directly into the work we began doing for the Director's Cut, effectively becoming one continuous effort since September. This is why these versions need to go live the same day as the PC version of The Bard’s Tale IV: Barrows Deep - Director’s Cut.

We know it’s frustrating that you backed us early and have such a long delay but it just didn’t make sense to stop production in order to finalize these two versions and then circle back and update them months later. The Mac and Linux users will get the benefit of all the new features we are adding along with all the optimization, stability, and performance improvements so far, including our latest UE4 engine update, and that means tracking those development cycles to the current build.  

For these reasons, we are releasing the Mac and Linux versions at the same time as The Bard’s Tale IV: Barrows Deep - Director’s Cut. We greatly appreciate everyone's patience with The Bard’s Tale IV: Barrows Deep - Director’s Cut, and we believe all backers on all platforms will enjoy the new and polished features when the new version goes live.

Until Next Time,
Paul Marzagalli
Public Relations & Community Manager

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Bard's Tale IV

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


Praey for the Gods - Early Access Preview

by Silver, 11:12

Praey for the Gods has been previewed by GameCrate.

Speaking of scavenging, Praey for the Gods players also have to manage the game’s survival-based elements in-between major behemoth encounters. Weapons, food, and upgrade materials can all be scavenged from breakable crates, fallen enemies and wildlife, and even from the land itself. If you find an axe, for example, you can chop down a tree, harvest the wood, and use that wood to build a warmth-giving fire.

Along with warmth, Praey’s protagonist also needs food and sleep. Having to maintain these basic needs means that wandering around the world aimlessly is usually a bad idea. It’s always important to take stock of what you have (and what you need), decide on a destination, and keep a keen eye out for opportunities to find more resources. Thankfully, Praey for the Gods also has several different difficulty levels which adjust not only enemy strength but also how much upkeep the protagonist’s survival stats require.


Praey for the Gods

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


Project Zomboid - Spiffo's Roundup

by Silver, 10:32

The latest update for Project Zomboid details current development progress on things like improved animations and shaders.

Spiffo’s Roundup #1

Hey all, here’s a round-up of recent Zomboid dev. To start with a quick video compilation of stuff the team has been wiring up into our friends at TEA’s animation systems.


Please note that there are still numerous bugs and issues as long as all our combined arms, and it’s hard to get a sustained video without issues and glitches popping up, so this vid is fairly carefully curated – but it does give you an idea of the where we are. (Likewise, if you see something that looks wrong or glitchy, or think ‘hmm, there should be more variation anims in that…’, then we’re probably already on it).

Essentially, TIS coders are currently implementing the game code-side, tying in the new animation system to all the game systems. RJ, for example, has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations you’ve seen, though now tied 100% into the PZ combat, character and simulation systems.

Connall and Turbo, meanwhile, have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting, and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar.

EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board.

In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front of zombies and such.

Here’s another vid from Zac from a two weeks ago: a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. At the moment Zac is also, still, looking into some further threading optimization as, bizarrely, better machines were having some stutters



Project Zomboid

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


Consortium: The Tower - Alpha 1.7

by Silver, 10:02

Consortium: The Tower has reached Alpha 1.7 and the latest update details the additions and changes.

Early Access ALPHA 1.7 - Now with more Norwegians!

Greetings Seekers,

We have just pushed Consortium: The Tower Early Access ALPHA 1.7 live. The complete list of the changes made can be found HERE.

We're working on many other things in addition to The Tower. So to reward everyone's ongoing patience, we have decided to give everyone access to two brand new Act 2 levels - the rather large OfficeHub5, and the very unique SideVents. Both require some stalwart exploration to uncover...can you find them?

While these two new levels are still relatively early, they are at a stage where we would benefit from additional feedback and comments, so as always please swing by Discord.[] and let us know if you have anything to report. Thank-you!

In addition, there are now over 350 new lines of V.O dialog in the game - the hotel mercs are robots no more! We proudly welcome Magnus Tranum and Anders Tranum to the cast of The Tower. This is a big step towards replacing all of the "robot voices" in the game.

Finally, we wanted to call everyone's attention to a really cool video about immersive sims that Logitech G put out a few months ago.


We loved what they said about our project.

We hope you enjoy the changes/additions,


Consortium: The Tower

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


Sunday - February 17, 2019

Wolcen: Lords of Mayhem - Active Skill Tree

by Myrthos, 17:11

The active skill tree of Wolcen has been improved and they made a video to show it.


And as far as updates go, they had this to say:

We are still working on the Beta transition, you can track our progression on the latest Trello Roadmap.
Each week the status of the tasks are updated, you will also find there a weekly update on the game's progression, for the Beta and the final release.

This week, we finalized the new Passive Skill Tree for the Beta and we are currently testing it, along with a "mercenary mode" that will be available for the Beta. This mode will allow you to explore the Act I environments and slash Act I creatures, with various objectives and awesome rewards upon completion.
We are now working on the second game mode that will be available for higher challenges, we will tell you more about this mode later.

Finally, we know you're waiting for this transition, we are working hard to make it happen as soon as possible, so hold on just a little longer, we're getting close!

Wolcen: Lords of Mayhem

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development


Fall of Light - Darkest Edition Launched

by Myrthos, 17:08

An updated version of Fall of Light, named Fall of Light; Darkest Edition is now available on Steam.

Fall of Light: Darkest Edition Launches on Steam with Free Update

Fall of Light's definitive update includes a brand new dungeon, once-console-exclusive content, bug fixes, and balancing!
  Prague, Czech Republic, February 15th, 2019 -- 1C Entertainment and RuneHeads embrace the darkness as story-driven dungeon crawler, Fall of Light, receives its biggest update yet - for free, no less - on Steam today! This marks the arrival of the Darkest Edition on PC following a period of exclusivity on Nintendo Switch, PS4, and Xbox One.
  Fall of Light takes the player into a dark world, in which an old warrior leads his daughter towards the last remnants of sunlight. Only together they are strong enough to defeat the enemies born from the Shadow. The lack of light, in combination with the stylized graphics, underline the game's grim atmosphere, both in the world above and the one below - the birthplace of the evil threatening to end the Era of Men.
As part of this free update for all existing Steam owners of Fall of Light, players can look forward to exploring a brand new dungeon, complete with a new boss, deadly traps, even-more-deadly enemies and weapons to collect. This joins a wealth of content that was previously exclusive to consoles, as well as more tweaks and quality of life changes than you can shake a sword at!
For a more detailed look at what Steam players can expect from the Darkest Edition update, along with a list of reasons this is a hack-and-slash adventure worth falling for, take a look below.
Key Features:
  • 20 different battle stances, including two-handed and dual-wielding
  • 10 weapon classes covering both short-range and long-range weaponry
  • Guide and protect your companion - Aether, the Indigo child
  • Fight Shadows, soldiers of darkness and underworld bosses
  • Explore the overworld, scour dungeons and temples to gain and use special powers
  • Uncover many secrets and solve various environmental puzzles
Fall of Light: Darkest Edition is out now on PC, PS4, Switch, and Xbox One.
Patch 1.5 - Release Notes:
  • New content (including exclusive content originally available in the console version)
  • A new dungeon with a new boss fight, traps, enemies and weapons
  • Revamp of the hitboxes
  • Improved combat animations
  • Nyx stats rebalanced
  • Aether stats rebalanced
  • Enemies' stats rebalanced
  • Sunray sequence rebalanced
  • Improved performances
  • New visual effects
  • New lantern behavior
    • Also, increase the oil duration and charging time speeded up
  • New sound effects
  • Quality of life: roll/dodge and run have two separated buttons
  • Minor Bug fixes

If you don't know the game, here is the original launch trailer.


Fall of Light

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


Heretic Operative - Interview @ RPGamer

by Hiddenx, 08:19

RPGamer interviewed the devs of the upcoming strategy RPG Heretic Operative:

Heretic Operative Interview

C Prompt Games is a new studio founded by industry veterans Ian Fischer and Robert Fermier, who previous worked together at Ensemble Studios and Robot Entertainment. They just recently announced C Prompt Games’ first title Heretic Operative, which they describe as a narrative strategy RPG, and it will be available early 2019 on Steam. Ian and Robert were kind enough to take the time to answer several of our questions about their upcoming game.

Johnathan Stringer (RPGamer): What is the goal and vision of C Prompt Games? Is there a back story into the studio’s creation?

Ian Fischer and Robert Fermier (C Prompt Games): Ian and I have worked together for years and we share similar perspectives on design. Among these, we are motivated by system-based design and emergence in games. We feel the best stories in games are the ones that players make for themselves as they play, and we like to think about how to best deliver those experiences. That is not something that everyone understands or enjoys and our time working in larger teams let us experience some of the problems you can have trying to get unique designs to retain their uniqueness in that environment. We started C Prompt to create a place that was about making games that focus on strategy, systems, and deep, player-created narrative.

JS: What is Heretic Operative? Can you give us a high level description of the game? What are some of the design and gameplay highlights that sets it apart, and what is the planned release date and platform?

IA/RF: In terms of gameplay, Heretic Operative is a “narrative strategy RPG” — which basically means that it takes story and character elements of an RPG, and merges them the resource management and structure of a board game.

You play as the leader of a band of Heretics — a secret society of magic users in a world where magic has been outlawed by the Church. Magic is being used to bring about huge disasters by a rival group of mages called the Cultus Arcanum (or just “the Cult”). Caught between these two warring factions, the Heretics have to find a way to save the world while being hunted by both sides.

Turns play out fairly differently based on a player’s strategy (and how well things have been going with that strategy). In general, you think a lot about locations. There are different places on the map and every place has a certain character, which is produced by the kinds of adventures likely at the location and the kinds of actions that can be taken there. So, first, you are thinking about the skills your operative has (or operatives have if you have been recruiting) and how they can be put to use. Are you trying to build up your ability in magic and learn new spells? You might want to try to get into the Elven Archive. Do you have an agent with high corruption that you are worried about losing? If you can get them to the Desolate Isle, there are a lot of options there for cleansing. Are you trying to gear up a bit more? There are shops in the Museum District, but you are likely to run into Templars from the Church there, so make sure you are sending an operative with high social skill, who can talk his way out of the situations he’s likely to get into.

Heretic Operative

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


Eastshade - Released

by Hiddenx, 07:12

The traveling artist adventure Eastshade has been released:


You are a traveling painter, exploring the island of Eastshade. Capture the world on canvas using your artist’s easel. Talk to the inhabitants to learn about their lives. Make friends and help those in need. Discover mysteries and uncover secrets about the land. Surmount natural impasses to reach forgotten places. Experience how your actions impact the world around you.



  • A peaceful open-world exploration-adventure full of character
  • Compose paintings anywhere in the world and offer them to the locals to unlock secrets and gain items
  • Acquire crafting materials and schematics to surmount obstacles and solve quests
  • Make friends along the way through fully-voiced dynamic conversations and unlockable topics


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


Saturday - February 16, 2019

Battle Brothers - Company Origins Part 2

by Silver, 19:35

A new dev blog for Battle Brothers has more on Company Origins.

Dev Blog #114: Company Origins, Part II

Last week we talked about what the company origins feature of the upcoming ‘Warriors of the North’ DLC is exactly and looked at several of these origins. This week we continue with a closer look at two more origins that are part of a larger selection for you to choose from. Just keep in mind again that things are in active development and may still change – let’s go!

The Northern Raiders

With an expansion focused on bringing variety and flavor to the northern parts of the map, it’s only fitting that there’d be an origin that has you start in the north as well. Playing as northern raiders let’s you start with veteran raiders that are well-equipped with some of the new nordic and rus inspired armor and helmets which we’ll show in an upcoming blog post of its own.


However, you’ll also start as outlaws, which means that 2 out of 3 noble houses are outright hostile, while the remaining one is distrustful. It makes for a challenging start where you rely more on venturing out on your own instead of taking on contracts. And it’s up to you how to proceed: Do you want to mend relations over time and become a proper mercenary company, getting paid by the the noble houses, or do you continue with raiding and pillaging, alienating the nobles further? Fortunately, your men are quite proficient at pillaging, and you’ll have a higher chance to get any equipment dropped by your enemies in battle, so you’ll have to rely less on being able to buy equipment in cities that will most likely just send their militia after you.

The Lone Wolf

For a very different experience of playing the game, and in some way the opposite to last week’s militia origin, have your player character be present on the field of battle.

lone wolf

You’ll start with a single well-equipped and experienced hedge knight who is, in a way, your player character. He can’t be fired and he’ll never desert the company, but if he dies, your campaign ends and you lose the game. He’ll be the strongest man in the company for quite a while, but having him in the fray is always a risk, so you’ll have to think carefully on how you want to use him. And because this origin only ever allows you to have 12 men in your roster, there’s no putting him in the backline – you go out there and fight side by side with the rest of your men, or you’ll leave them at a disadvantage and have them call you a coward. Having to defend your player character adds a different layer of strategy to each battle. Despite your character starting out strong, it’s a challenge suited best for experienced players.

There’s more origins to choose from still, but we don’t want to spoil everything, so you’ll have to find out for yourself by playing the game. Join us again next week when we take a look at a different feature of the upcoming DLC!

Battle Brothers

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


Bard's Tale IV - Review @Christ Centered Gamer

by Silver, 09:23

Christ Centered Gamer reviewed The Bard's Tale IV: Barrow's Deep.

Okay. I’ve been harsh with Bard’s Tale IV‘s puzzles, but now for where the game shines: the battle system. Combat here carries so many intricate factors I doubt I can give it justice, yet here I am to try. Encounters of the evil kind are inevitable. Similar to Checkers, combat is done in turns between your party and the enemy party. Which side goes first depends on who strikes first. You’ve got a limited number of moves (called opportunity) in your turn. Each character only has six abilities, five of which you personally equip. You get four moves, one movement option, and an item slot. Consider how these choices work in a group, though. A well rounded team needs complimentary attributes. In battle, your characters are assembled on a two rowed, four columned grid. Who’s in front and who’s in back in relation to your foes can put you in or or out of harm’s way. Changing positions mid-battle costs opportunity too. Lastly, each attack has different areas of range, cooldowns, and/or charge times. Some attacks can be cancelled mid-charge by mental attacks. Equipped weapons and armor can alter some moves’ behavior, and items grant advantages if chosen wisely. Now, I agree that this all sounds dense. It is, but it’s a good kind of dense, at least to my tastes. I enjoyed the countless variables I had to turn the tides. It may not be everyone’s cup of tea, but it was mine.


Thanks Farflame!

Bard's Tale IV

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


Arkane Studios - Hiring Monetization Designer

by Silver, 09:11

PCGamesN reports that Arkane Lyon is looking to hire a monetization designer.

The posting might not be too surprising within the wider industry, but it does mark part of a significant change in Arkane Lyon’s strategy. Until October, sister studio Arkane Austin had been explicitly hiring for multiplayer projects , but that changed when Arkane Lyon started hiring QA testers with “experience in […] GAaS [games as a service].” Many of parent company Zenimax’s other internal studios – including Bethesda, id Software, and MachineGames – have been making a greater push towards multiplayer in recent years.


Thanks Farflame!

Arkane Studios


Hazardous Space - Version 1.0 Released

by Silver, 08:59

Hazardous Space is a Roguelike 2D turn-based action game with RPG elements and has recently reached version 1.0.


A dangerous survival adventure in space station labirynths. Turn-based combat, character progression, the atmosphere of impending threat. Collect and modify weapons, stock up on ammunition and first-aid kits, use your brain and think two steps ahead. Between you and the exit from the station - a horde of enemies who know nothing about fear or mercy.


Unravel Mystery of the Wanderer Station

The "Wanderer" station is full of secrets for you to uncover. Perhaps, that's how we will find out what happened there and how the arrival of Max is connected with that. Or maybe not only that. The main thing to survive!

Whole Station of Labyrinths and Traps

If you think that the layout of the premises in the future will cease to be the fruit of the maniacal misanthrope's sick mind - you are deeply mistaken. Max will have to wade through the mazes, crowded with traps, enemies and other surprises. A simple straight path is for wimps!

Craft System and Resource Management

From rusty knuckles to super-mega-blaster - feel like a master gunsmith! And do not forget about your battlesuit: it makes you strong, dexterous, skillful - demanding energy instead. Lots of energy. Tons of energy!

Wide Selection of Weapons

If the enemy is unresting - provide him with the eternal rest! For this, there's a whole arsenal of various weapons at the "Wanderer" station. Grenades, machine guns, brass knuckles, pistols... Not enough? Each weapon can have an elemental damage module!

Hordes of Diverse Enemies

Zombies, mutants, mutant zombies, monsters from laboratories, zombie monsters from laboratories ... Max and you are not going to get bored!

High Replayability

Have you explored the station, remembered the compartments' layout, taken notes of the traps and stashes? Here's a new walkthrough for you! Each new attempt feels like the first time, cause the levels are generated procedurally.


It's 2115. Something terrible has happened on board the research space station Wanderer, and the former space marine Max Carnage becomes an unwilling participant in these events. To survive, he will need to remember his military past.

Thanks Farflame!

General News

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


Outward - Interview @thexboxhub

by Silver, 08:47

The developers of Outward were interviewed by the XBOX Hub.

Are there any benefits to passing things down to the next generation of your family? Or is it simply a way of introducing a new-game+ type affair to the game?

The legacy system is not something we are detailing much at the moment as I want to see how quickly the players will get it and start using it, but I can say that essentially yes, it serves the purpose of a New Game + type of experience.

Often in games that bring magic into combat, we find that later on the magic aspects simply reach near overpowered levels. Is this the case in Outward and if not how have you ensured that traditional combat and magic remain fair and equal?

Magic in Outward comes at a very real cost of permanently sacrificing maximum health and stamina. The reduction of stamina is especially painful as it means less dodging, sprinting or attacking. Equipment that increases magical power also offer less protection against physical attacks. Moreover, magic is very resource intensive, usually requiring to use up magical components. Overall, there are situations in which mages are better and others in which warriors are better suited. It is also possible to play a hybrid character. What matters is always whether or not you are well prepared before heading down into combat, and this is true for both approaches.


Thanks Farflame!


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


Mad Princess: The Great Gladiators - Now Available

by Silver, 08:37

TheGG reports that Mad Princess: The Great Gladiators is now available on DLSite. The game is described as a gladiator role-playing game.

January 11th, 2019, Tokyo – The English translated version of independent developer Atorasoft’s gladiator role-playing game “Mad Princess: The Great Gladiators” is now available for sale on DLsite and is planned to be released on Steam.

Developer Comment:
“YOU, the player, will not be restricted by a single story. In this RPG you can enjoy a ‘free-scenario’ where you are at liberty to adventure and play as you please.

The battle and exploration controls are straightforward, allowing the player to enjoy the content many times in a smooth and hassle-free manner.
We sincerely hope you enjoy our game!”


Thanks Farflame!

General News

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


The Outer Worlds - Play Your Way

by Silver, 06:35

GameInformer talked with Tim Cain and Leonard Boyarksy about how The Outer Worlds lets you play your way.

While the story does have choices and characters at different places along the good/evil spectrum, The Outer Worlds isn’t necessarily about picking a moral alignment and sticking to it. ‘It’s not “here’s the good choice, here’s the bad one,’” Cain says. “Instead, it’s like, ‘You could this or this. This will cause X, this will cause Y. You decide what you care about.’”

“But it’s not always extreme gray areas,” Boyarsky clarifies.

“What if the more evil choice has an obviously better outcome?” Cain says. “What if more people are saved by the evil choice? But it’s evil! But the result is better! Is it a worse choice? I don’t know if you can solve morality with arithmetic, but there are some things in the game where you’re like, ‘I am not sure if this is bad.’”


The Outer Worlds

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


Pillars of Eternity II - Survey on Turn-Based Mode

by Silver, 06:33

Obsidian wants your opinion on the turn-based mode for Pillars of Eternity II: Deadfire. Fill out the survey if you are interested, before February 21st 2019.

In case you haven't heard, we released a new and completely free combat system to Deadfire last month!

While it's still in its beta form and we are thankful for any and all feedback you may have given us so far, we hope you might be able to take a few minutes to fill out the following survey regarding Deadfire!

The survey will close on February 21, 2019, so please don't wait!

Also, we'd love it if you'd share the survey with any friends who are also fans of ours.

As you are the backbone of our Deadfire audience, we value your time and thoughts immensely, and your completion of this questionnaire would be greatly appreciated.

Thank you very much for participating, and for being a fan of Obsidian.

Pillars of Eternity II

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


Friday - February 15, 2019

Underworld Ascendant - Player Journey & Gameplay Improvements

by Silver, 19:27

Update 2 for Underworld Ascendant has been released.

Update 2 - Player Journey & Gameplay Improvements

Underworld Ascendant
Update 2 Build Notes

Thank you for your continued support of Underworld Ascendant!

We have been hard at work on Update 2 and have focused our efforts on the overall structure of the Abyss, the player journey, AI and other gameplay improvements. We believe these changes will significantly improve the overall player experience, especially when starting a new game.

We hope you enjoy this update and please continue to provide your feedback.

The Stygian Abyss renovated

  • The world is now a series of interconnected levels, accessible through The Grand Staircase. Updated quest flow now focuses on important narrative quests that highlight both new and refined story and content, while allowing the player to freely explore the environment and optional side-quests.
  • As a result of this major change, we highly recommend that you start a new game to experience it. That said, if you want to start from where you left off, your old save games will still work and you will start at a roughly similar place in the new story progression.

Player experience improvements highlights

  • Updated enemy patrol paths and lighting pass in all levels to enhance tactical stealth gameplay, and enemy population overhaul/refinements on all main quests.
  • New and streamlined story elements along main critical path, with supplemental story elements moved to explorable space.
  • The Vault of Nyx, the final level encounter, gameplay and clarity improvements.

Meta Game updates

  • The Doom Counter has been refined to better ramp the type and difficulty of creatures that appear, and now allows players to complete the game without having to set it back more than once in an average playthrough.
  • Players no longer need to gain Faction Favor or Influence to trigger the final encounter of the game, though Faction Favor still provides benefits in trade.
  • New games can now choose a difficulty level. All old save games will be treated as “Normal” difficulty.

Save Game System

We made some additional enhancements and refinements to the save game system based on your feedback:

  • Players can now use F5 to quick save and F9 to quick load said quick save.
  • Players are now asked for confirmation if they are about to overwrite an existing save.
  • Clarity pass on the text in the Save menu to improve usability.
  • Also a load game panel clarity pass. It will also now show difficulty of each save game.


  • Updated enemy patrol paths and AI behavior models to improve their reaction to player actions
  • Enemies will no longer do more than one in-combat emote in a row, which makes them much more aggressive.
  • Enemies will flee less often than before.
  • Animuses now alert all nearby undead when they are being attacked.
  • Lizardmen casters will no longer cast while on the ground or getting up.
  • Lizardmen will now be more aggressive.
  • Better wandering for deep slugs and rats.
  • Skeletons will no longer attack torches that damage them. Also reduced torch damage radius for when creatures walk by them.
  • Enemies now have more personality in their idle time.

Loot and Items

  • Standard trunks are now smaller to reflect that they don’t hold treasure on the level of the mighty Typhon chests. Removed the sparkly “treasure” effect when you open a trunk. Celebrations are for actual treasure chests.
  • Trunks that are too low-level to hold much loot will now (rather than being so empty) have more filler items such as pots, which will sometimes contain coins.
  • Clarity pass on item descriptions to make it easier to understand what they do.
  • Magical items now have a different color name so they stand out more in your inventory.
  • Player’s speed percentage is now listed in the inventory screen so you can tell if items you have equipped are slowing you down (or speeding you up).
  • Item tooltips for equipment that improves the wearer’s armor percentage now include a notation about that.
  • Updated Aelita’s trade menu to make it easier to understand how much silver you will get for a trade, and how much silver Aelita has available to trade.
  • When you mouse over an item, it will be compared to the same type of item you have equipped, if any.
  • Right clicking on items in your inventory behaves the same as double clicking. This also applies to trade where it will move it to/from the offer table.
  • When moving a stack of items within their inventory, the player is no longer prompted to pick how many they like to move. To see that pop up, hold down shift and click on the stack of items.

Underworld Ascendant

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


Anthem - Live Action Trailer

by Silver, 18:58

DSOGaming reports on a live action trailer for Anthem.

Electronic Arts has collaborated with Oats Studios and Neill Blomkamp for a live-action trailer for Bioware’s upcoming multiplayer title, Anthem. This trailer showcases a story of survival set in the world of Anthem, decades before the events of the game, and looks absolutely phenomenal.




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


Vagrus: The Riven Realms - Character Design

by Myrthos, 10:16

On IndieDB the complete character design development blogs (four in total) have been posted for Vagrus: The Riven Realms.

The vast majority of the characters you see revealed are enemy characters, even if sometimes they can be allies in the game for short periods of time (or versions of them, anyways). Although Events will involve these enemy characters often, you will mainly see them as shown in the artwork in turn-based combat. All of them have their unique combat skills and synergies with other enemies.

The other category is Companions. Companions in Vagrus are full-fledged, named characters with varied backgrounds, skills, alignments, and personalities (for example, Javek or Sedarias). Each of them can join your comitatus and do various things for you:

  • They can fight for you in combat. Each of them have combat skills that you can use to defeat your enemies. Their stats and skills can be upgraded using your own Insight, essentially levelling them up. With each level up, you can give them new perks and improve their combat skills.
  • Each companion has their own personal storyline you can follow. These stories can go in different directions, eventually upgrading the companion and driving the overall narrative. You can also talk to them at camp and learn more about them, their goals, dreams, past, and so on.
  • Companions can also fill special roles in the comitatus, becoming what we call Deputies. Essentially, Deputies are your officers and most trusted traveling companions. Each of these positions can be filled by a single available Companion and the filled position provides you with passive and active boons. For example, having a Companion as a Scout Master gives you bonuses to Movement Points, raises the chances of successful scouting and improves the quality of information gathered from scouting.
  • Each Companion and Deputy position also allows you additional choices in certain Events you come across, widening your chances to successfully navigate these stories.

Vagrus: The Riven Realms

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


Edge Of Eternity - Plains of Solna

by Myrthos, 10:05

Plains of Solna is the second chapter of Edge of Eternity, which is currently in Early Access. Plains of Solna will be made available on March 6th.

The Plains of Solna is the second out of the four major expansions currently announced for the game early access. It will add hours of new story content and massively expand the game world. Edge of Eternity is currently in Early Access and will fully launch and come to consoles next year.

  • The Plains of Solna - Chapter 2 update highlights:
  • The tale continues: Hours of new story content await as Daryon and
    Selene confront both the ghosts of their pasts and decade-old rivals as
    they try to reach the Priestess' elusive master, Alpharius
  • Explore the parts of the world: Visit new landmarks like the Lighthouse and the Cave and discover new areas that will double the size of the game world to 18.000 square m2
  • Ride a Nekaroo: The cute companion Nekaroo makes its debut and can carry you through the world
  • Many more surprises: New monsters, new weapons, new quests, new characters... and a few surprises along the way.

The Plains of Solna update will be released for free for all owners of the Early Access version of Edge of Eternity.

Edge Of Eternity

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


Grimshade - Gameplay Trailer

by Silver, 09:50

A new gameplay trailer for Grimshade.


Grimshade is a turn-based role-playing game inspired by JRPG of the 90s, featuring a tactical combat system and a grim story of war and personal choices.


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


Blue Bottle Games - Announce Ostranauts

by Silver, 09:35

Blue Bottle Games, the makers of Neo Scavenger, have announced noir spaceship-life simulator Ostranauts. The game is due late 2019.


Ostranauts is a detailed simulation of owning and living aboard a spaceship, in a solar system where honest living is a slow death sentence. Set in the NEO Scavenger universe, where Earth has suffered cataclysmic collapse, the rest of the System lives on in a state of capitalistic dystopia.

Players will create their captain, build or customize their starting ship from the spoils of their career history, and find ways to keep their motley crew in line, fuel in their tanks, food on their plates, and the debt collectors at bay.

Detailed Custom Ship Design

Players can build their ship, in any shape, from functioning modular parts. The parts have physical properties, interact with each other, and can wear out over time.

Crew Needs

Crew members have physiological and emotional needs, ranging from basal needs like food, water, oxygen, and temperature, to more esoteric needs like privacy, security, intimacy, and esteem.

Systems Management

Ostranauts is a detailed simulation, with many interdependent systems. Players will have to manage supplies, emotions, power grids, finances, security, social ties, and more to keep their enterprise alive, both literally and figuratively.

Crew AI

Each crew member runs an AI that is constantly making choices based on their current needs and past experience. If one colleague is consistently comforting, and another threatening, an AI will seek out the former when they need security.

Rich, Drip-Fed Lore

Just like in NEO Scavenger, the game is rich with hidden lore for those who want to seek it. Colonies and factions have long histories. Everyday products have brands and marketing. Unexplained phenomena have rumors echoing through the media and hidden files. And for those that don't care, it doesn't get in the way.

Hard-ish Science

The tech-level in Ostranauts is near-future, but plausible. There is no faster-than-light travel, no sound in a void, no dogfighting, nor force fields. On the other hand, some ultra tech exists for the purposes of aesthetics and storytelling. E.g. fusion efficiency, cooling, and shielding are enhanced. FTL texting is possible (albeit expensive and low-bandwidth). And the unexplained supernatural events seen in NEO Scavenger are not limited to Earth.

Low-Stress Controls and Pace

The challenge of Ostranauts is in the decisions it presents, not the player's endurance or reaction time. It plays in real-time with pause and fast-forward, to allow players to play at their own pace (similar to other management sims). Players should be able to take a break when they need to, and resume later. Similarly, players can fast-forward if they get bored, with the game auto-stopping when something requires the player's attention.

Original Soundtrack by Josh Culler

Josh Culler, composer of the haunting NEO Scavenger soundtrack, is back again with an all-new body of work, specifically crafted for Ostranauts.

Modding Support

Most of the game's data is in plain-text files for easy access. Modders who want to make their experience more unique will be able to edit a wide variety of game data.

Blue Bottle Games


Thursday - February 14, 2019

Phantom Doctrine - Patch 1.1

by Hiddenx, 21:36

Henriquejr spotted update 1.1 for Phantom Doctrine:

Greetings, Agents!

We are back with another patch for Phantom Doctrine, this time introducing Update 1.1!

You will finally be able to alter the foundations of your spy agency by meddling with our declassified parameter sheets, and include some of your own ideas, based on a guide we've put together for you. Update 1.1 also includes additional Investigation Board content, improved support for ultrawide resolutions, minor improvements and bugfixes listed below.

As always, we sincerely hope that you'll enjoy the new possibilities, and the entire Team wants to express its gratitude for your ongoing support. Stay vigilant, Agents!

Mod support

  • A plethora of game parameters can now be accessed and modded via .csv files to provide new gameplay experience with Phantom Doctrine
  • Custom agent portraits can be loaded into the game
  • Standard enemies can have their outfit presets changed
  • You may modify images, texts and parameters of the existing sidestories or even create your new sidestory events to add some interesting context to the main plot
  • You may modify all in-game text or create your own localization, however, it will be a bit more tricky

All the details concerning modding and localization can be found here.

Improvements & added content

  • Additional variants of Investigation Board snippets and new satellite photos
  • Improvements to the already available names and surnames for Agents of various nationalities, and addition of new ones for more variety
  • Cabal and Beholder Agents were subject to some body engineering treatments and had their stats balanced
  • The Point of Interest popup on the World Map now displays the maximum number of Agents that may embark on a given Assault Mission
  • Agents carrying bodies have been trained to open and close doors on demand
  • VFX tweaks for weapon muzzle flashes and explosions


  • The "plant explosives" mission type is now always loaded with the appropriate non-story levels
  • Bargain ability Damage Threshold tooltip is now consistent with the actual boosted value (50DT instead of 200DT)
  • Alt-tabbing while having the gamepad selected as the primary input device no longer causes the game to receive additional input from the mouse
  • Workshop’s crafting assignment button states should now be more consistent with other facilities
  • Tiles no longer guarded by enemy units after the effect of the Distract ability fades are not marked as dangerous anymore
  • Fixed: The issue of agents being sometimes blurred out in the Forger’s Agent Customization screen
  • The game can now be launched also in 3840x1080, 3440x1440 and 2560x1080 resolutions, providing proper access to the Main Menu
  • All loading screens should be now properly displayed in ultrawide resolutions
  • All Investigation Board files and snippets regardless of the chosen language are now properly displayed and accessible also in the 1280x1024 resolution
  • Fixed: A rare occurrence in which enemy agents who were supposed to enable the CCTV systems were not only disabling them, but also hijacking the game camera altogether, resulting in a softlock
  • Various text and localization fixes

Phantom Doctrine

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


Enderal - Forgotten Stories released

by Hiddenx, 20:58

The Skyrim mod Enderal - Forgotten Stories is now released on Steam:

Enderal: Forgotten Stories

Feature List

  • An open world with its own lore and hand-crafted, detailed and diverse landscapes – explore deserts, heathlands, forests, jungles, mountains, and more.
  • An unconventional story with believable characters and psychological undercurrents.
  • German and English voice acting by professional voice over artists.
  • Multi-faceted, believable characters with own ambitions and motivations.
  • Overhauled gameplay with classes, experience points, survival mechanics and challenging combat.
  • An overhauled skill system with classes and new special abilities.
  • A housing system allowing the player to design their own homes.
  • 30 to 125 hours of expected playtime.

Added in Forgotten Stories

  • Two "crafting classes" that utilize alchemy and enchanting for combat – use potions to shapeshift into a werewolf as the Lycantrope, use enchanting to craft spirit companions as the Phasmalist.
  • Improved performance and stability for a smooth experience.
  • Twelve new sidequests and two non-linear guild questlines: Work your way up the Golden Sickle, Enderal's merchants guild and infiltrate the ranks of the Rhalâta, the enigmatic cult ruling the Undercity.
  • Reworked and improved crafting, spells, and much more.
Thanks porcozaur!


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


Kickstarter Games - Crossroads Inn

by Silver, 11:28

Crossroads Inn is a real time management sim set in an original fantasy world of Delcryson. The game is currently on Kickstarter and already has a Steam page.



In Crossroads Inn, you play as an owner of a tavern located in the heart of a fantasy land of Delcrys. Your tavern is situated directly next to borders of three powerful kingdoms, on the crossroads of the biggest trade routes. You face quite a challenge - how to survive in these difficult economic conditions and transform this run-down dive into a prosperous business? How to make your tavern become the topic of conversation not only for juicers and drunkards, but also rich men and nobility?

You will be able to freely build and expand your tavern,  offer services for the guests, manage the workers, fight for prestige and renown. Only you can decide, if you want to create a natty harbor for scheming “Seers” and exquisite aristocracy, or a nasty den for thieves and assassins from the “Aviary”.

Kickstarter Games

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


RPGWatch Feature - Vigilantes Review

by Myrthos, 11:19

Here is Forgottenlor's take on Vigilantes, which he found to be competent, but limited in scope.

The new X-COM (2012) showed that there was a market for turn based tactical games, and since then a number of indie developers either inspired by the remake of such classics as the original X-COM and Jagged Alliance have tried their hand at tactical games with varying degrees of success. Vigilantes is one of the latest of those attempts. To its credit Vigilantes tries something a little different, as its cast of protagonists aren't soldiers, but a small group of private citizens who have declared war on the gangs which have control of their city. Vigilantes avoids the apocalyptic mood that runs through a lot of tactics game, preferring a pulp fiction approach with a set cast of characters. Vigilantes was made by a small dedicated indie team, who managed to put out an extremely competent game, but one limited in scope.


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


Tokyo RPG Factory - Announce ONINAKI

by Silver, 11:06

Action RPG ONINAKI has been announced for Switch, PS4 and PC.


Players assume the role of a Watcher named Kagachi, doing battle by “manifesting” the souls of Daemons, which act as the classes found in traditional roleplaying games.

Each Daemon has its own unique weapons and skills, and players can shift between them in real time to gain the upper hand in battle. Moving between the Living World and the realm of the dead known as the Beyond, Kagachi must save the souls of the Lost, as the story of life and reincarnation in this wondrous kingdom unfolds.

ONINAKI is coming to Nintendo Switch this summer.

Tokyo RPG Factory