Colony Ship - A Post-Earth Role Playing Game
Colony Ship Interview
Pladio asked Iron Tower Studios a few questions about their Colony Ship game.
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Pathfinder: Wrath of the Righteous
Pathfinder: Wrath of the Righteous Presentation and Q&A
Redglyph visited an Owlcat presentation and Q&A for the second beta.
» Read the article
Yes, I like paving the way for others
Sometimes, depending on the situation
Rarely, only for games I back or just can't wait for
Never, this is an industry travesty and I refuse to pay to test their game
ELEX 2 - Nearly finished? by Ripper
Dishonored - Making of @ Noclip by danutz_plusplus
The Hand of Merlin - Releasing into Early Access May 11th by Telstar
Dragon's Dogma: Dark Arisen - Retrospective Review by Morrandir
Expeditions: Rome - Dev Diary #1 by Feist
Wednesday - May 05, 2021
Pathfinder: Wrath of the Righteous - Releases September 2
With the second beta coming shortly Owlcat has also made the release date for Pathfinder: Wrath of the Righteous public, which is September 2nd.
Pathfinder: Wrath of the Righteous Releases September 2 on PC
Second Beta for Owlcat Games’ Classic Isometric CRPG Now Available to Backers; Wishlist the Title via Steam and GOG Today
Moscow, Russia, May 5, 2021 - Owlcat Games has announced that the second beta for Pathfinder: Wrath of the Righteous is now available on Steam for backers who contributed to the title’s Kickstarter or Slacker Backer campaigns in the relevant tiers. Fans that had access to the game’s first beta may simply update their file to participate in the second beta. As the last playable version of the game before launch, the second beta, which spans the title’s first four chapters, includes new content such as Crusade gameplay, new side quests, an intelligent weapon companion, a weather system and more. Additionally, the second beta comprises all content featured in the first beta.
The studio also announced that the final retail version of Pathfinder: Wrath of the Righteous will launch September 2 for PC via Steam and GOG. Fans may wishlist the game on their preferred platform today. Owlcat will share its plans for consoles in the near future.
Fans are able to learn more regarding the core experience of Pathfinder: Wrath of the Righteous’ Crusade gameplay during the title’s second beta. As its name suggests, players will be able to lead armies as a Crusade commander and fight against demonic armies through strategic army management and tactical turn-based combat (inspired by Heroes of Might and Magic III classics). New side quests will also be available to fans for the first time during this beta, in addition to a talking enchanted weapon that acts as a mini-companion. Finnean, a weapon/mini-companion whose development was funded after reaching a Kickstarter goal, will be available to players at the Ancientries and Wonders Shop.
Other features making their debut during Pathfinder: Wrath of the Righteous’ second beta include a new weather effects system that simulates wind, snow, rain and lightning storms, enemy dismemberment, Slacker Backer-funded dinosaur pets and mounts, the final UI design for most in-game systems, including combat, character creation, and inventory, enhanced tutorials for newcomers, never-before-seen art assets, balance fixes for the Core difficulty level, and new abilities and archetypes for certain classes.
Pathfinder: Wrath of the RighteousSP/MP: Single-player
Release: In development
Tuesday - May 04, 2021
Release: In development
Unsung Story - May Update
The May update for Unsung Story continues to talk about why progress is slow.
I think it's important to acknowledge that the studio is just swamped right now, and my own time has been severely limited from interacting with the players and our community. I'm hoping that will shift soon.
We currently have seven titles in some stage of development not including projects that are on the back burner right now like Fallen Earth.
They fall into 3 categories:
- Backlogged titles close to being finished
- Development titles that we are being paid to make
- Unsung Story
For category one, we have 3 nearly completed projects that are all blocked in some way from being released. Some of these like the APB engine upgrade and Descent have been previously announced. One of them hasn't. Each of them has had significant investment, but also has a significant issue preventing us from proceeding. It is excruciating to be so close on so many fronts. It just means that at some point we are going to have a steady stream of new Little Orbit games every couple months.
For category two, we have 3 development projects that are work-for-hire. Two are short term and should ship before the end of this year, and one is targeting next year. As the CEO, I try to balance the development work, because I don't want to take away too much focus on our own stuff, but these projects give us more financial stability.
And then there is Unsung Story.
That's been a passion project for us since 2017, and after the Chapter 1 Early Access release I recognized that it still needs a bit of work before we can jump back into full production.
I know that this project has had a lot of bad history with the previous developer jumping off into other titles that were supposed to fund Unsung. In keeping with this month's theme about "talking", I assure you that this isn't just a lot of talk with no action. In the past, that didn't work out so well, so I want to point out several key differences between what we're doing and what has occurred in the past:
- We have already publicly released the Chapter 1 Early Access builds and more are on their way.
- We are continuing work on Unsung - even while the studio handles other projects. I'll talk about some of that progress today.
- Our development projects aren't speculative. In the past, the previous developer diverted Unsung funds into a different project, gambling that it would generate enough income for them to switch back. That's not the case here. Our development projects are fully funded and generating revenue for us.
- Lastly, the extra time we are taking since the beginning of 2021 is helping us to go back and adjust some core elements that received negative criticism to improve the overall game.
Finally, I am painfully aware how long this project is taking to come to fruition, and I'm very much committed to getting a large updated to Early Access in your hands as soon as possible with Chapter 2 very soon after that.
There is also some information on the progress that was made.
1. Significant design re-work.
I mentioned in March that we had shifted the design team around. Ultimately this is our first big tactics game, so this process has been quite a bit bigger than I expected as we take lessons learned and adjust things. This has been a system by system examination to determine whether they are achieving what we wanted.
We analyzed all 25 jobs and found 4 jobs have Sleep skills, 5 jobs have Rage skills, 6 jobs have Stun skills, 9 jobs have Evasion skills, 10 jobs have Healing skills, and 11 jobs have Hinder skills.
That analysis revealed the following problems:
- Skills are too similar diffusing the uniqueness of jobs
- Jobs have too many skills reducing the need to switch jobs as play progresses
- Many jobs lack a central game mechanic which means they become hybrids of other jobs
- Not enough variation for gameplay
With that in mind we have already started going back through each job to pair down and focus things.
The new design goals are:
- Preserve the existing design where ever possible
- Find the fun is what is working
- Each job needs to have unique skills
- Offer emergent roles through combining jobs
- Offer power boosts through combining the right characters with the right jobs
This month we completed our first pass on this entire effort.
2. Significant story re-work.
As we started the design analysis and tried to jump into level designs, it became clear that some of the story elements were too intricate to allow the level designers enough creative latitude to build fun levels. Since March, we have been taking a red pen through the storyline and streamlining things a bit more. This effort is now complete, which has now given design a super clear set of areas where they can start evaluating Chapter 2 level designs again.
Additionally it has let our narrative team collaborate with the design team to plan where to introduce each enemy type / new mechanic for the player to defeat and then open a new job in the Opus.
3. Finishing Female job models and animations.
Progress on this item was a little slower than I had hoped. We should be complete with the final rigging and animations by the end of May.
4. UI changes to the Opus.
This is still ongoing. We have some User Experience comps that are pretty good. But we are continuing to polish before we start implementing.
"Talking" Dialog Presentation
For this month, I want to spend some time going through one of the other areas we have been working on and talk about talking.
In February and March I mentioned feedback surrounding the cutscenes and dialog. Back in that update, we decided to ditch the talking 3D heads. It was clearly a failed idea. Since then we have shifted to a more traditional JRPG presentation with full portraits of our characters on each line in different emotional poses to convey a bit more drama with less distraction.
This effort required us to find an external art team to do conceptual designs for each of the story characters and then hand paint their dialog poses.
I thought it would be fun to share the development of these concepts and then comps of the new dialog system. Some of this is still work in progress, so bear with me.
Unsung StorySP/MP: Single + MP
Release: In development
Gamedec - April Changelog
Here is the update for Gamedec, covering the changes to the game that were made in April.
First and foremost – we are grateful for all of the feedback we have collected from the backer’s build #2 survey — lots of great ideas and reasonable points on making Gamedec even better. We hear you – the UI needs tweaking, and we’re on it!
We have spent a considerable part of April finishing some of the locations, whether about filling them with sounds, animations, or just optimizing the graphics. As you can see below, Twisted & Perverted Virtualium gained a lot of depth when our sound design team added some cool sounds to the build.
While working on the SFX, we wanted to pump up the VFX as well, but it’s not on a location we’re ready to show you because it might contain massive plot spoilers for those who don’t want to know a lot more than they should before starting the proper game in September.
Let’s take a look at how our Gamedec will look in one of its Virtualium costumes.
In terms of new things, we’re working hard on customizing the UI for each of the Virtualias so that you won’t feel dragged out of the immersion. Every virtual world will have its character matched with UI elements, which will supplement the theme & genre as a whole.
Release: In development
Black GeyserSP/MP: Single-player
Release: In development
Fable - Will Be Using ForzaTech Engine
DSOGaming reports on a job listing for the next generation Fable game in development which will be using the ForzaTech engine.
As the job listing reads:
“Do you want to have a major impact on 3 AAA titles in development across 2 beloved Xbox franchises? ForzaTech is the engine, tools, and pipelines that drive both the Forza Motorsport and Forza Horizon series of games. In addition to adding new features like raytracing to support the next console generation, we are also enriching the toolset to support an open world action RPG – Fable.”
Elden Ring - Delayed to 2022
DSOGaming reports that Elden Ring has been delayed until sometime after April 2022 and has released a short in-engine clip.
Kadokawa Corp, the parent company of FromSoftware, revealed that its upcoming new games have been delayed due to COVID-19. This, obviously, also includes Elden Ring, a title that a lot of gamers have been looking forward to.
According to the company’s latest FY2021 earnings, Elden Ring may not release by March 2022. Thus, the earliest you can expect to get your hands on this game is April 2022. Now obviously Elden Ring won’t come out in April 2022, but until then we can safely assume that it won’t come out.
Elden RingSP/MP: Single-player
Release: In development
Monday - May 03, 2021
Baldur's Gate 3SP/MP: Single + MP
Release: In development
SaGa Frontier Remastered - Review @ Toucharcade
Toucharcade checked out SaGa Frontier Remastered:
'SaGa Frontier Remastered' Review – A Wonderful Hot Mess, Remastered
I don’t know what has been in the water at Square Enix the last few years, but I’m happy for it. The 8-bit and 16-bit Final Fantasy games can only be re-released and/or remade so many times, I suppose. We’ve received localizations of classic games I never thought we would see like Romancing SaGa 2 and Romancing SaGa 3. We’ve seen the latest SaGa, SaGa Scarlet Grace, get a release on new platforms and in new regions. Even the classic Game Boy games that kicked off the SaGa series (unbeknownst to those of us in the West at the time) got reissued on the Nintendo Switch. And now things come full circle, after a fashion. SaGa Frontier Remastered ($24.99) sees the very first game in the series that was localized under its original title make a return, hopefully to a warmer reception than last time.
What happened last time? Well, it’s complicated. To start with, SaGa Frontier is a SaGa game, with all that implies. It’s a very, very quirky series by nature, often confusing players with esoteric rules and non-standard systems. SaGa Frontier was the seventh game in the series, and as such it was built with the idea that the players would have a basic understanding of the off-beat nature that characterized SaGa. It’s considerably harder to get into than almost all of its predecessors. Western players didn’t have that context, of course. We missed out on the three Romancing SaGa games, and while the Game Boy games had their devotees they were also a bit closer to a familiar JRPG structure.
SaGa Frontier RemasteredSP/MP: Single-player
Legend of Keepers - Review @ PC Invasion
PC Invasion has reviewed Legend of Keepers:
Legend of Keepers review — Where there's a whip
When KPI means "kill people ingeniously."
You’ve already cleared dungeons, killed their end bosses, and stolen the loot uncountable times. Maybe you have even managed to run a dungeon as a keeper of sorts. But how about running a dungeon as a business; a business that wants to attract adventures to die? Then you need to play Legend of Keepers.
Damn, this is where I usually put my plot paragraph, but that’s basically it. All the dungeons in the fantasy world of Legend of Keepers are run by a corporation staffed with literal (and not metaphorical, like in real life) monsters. You are a manager of a dungeon, which makes you the end boss. It’s your job to populate a linear dungeon with traps and monsters to kill or scare away groups of adventurers.
Legend of Keepers is a game that’s a lot smoother than its title. Seriously, I had written the whole review for "Legend of Keeper" before catching my mistake in editing. The art is fantastic, the writing is fitting, and the repetition might be repetitive, but not too much so. The campaign format leaves the doors wide open for future DLC, and the game already has mod support. But it’s too bad that some modders (the ones not porting Heroes of Might and Magic III models) are only interested in putting more anime waifus into the game.
Score: 8/10 -
Legend of Keepers is a fairly engrossing game with a simple yet fun gameplay loop and glorious gory pixelart.
Legend of KeepersSP/MP: Single-player
Sunday - May 02, 2021
Knights of the Chalice II - Version 1.13
Shamroxor spottet Kickstarter update #46 for Knights of the Chalice II:
Update #46: KotC 2 Version 1.13 Adds Difficulty Options, Encounters, Dialogue Options!
Hello everyone! Version 1.13 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. The main changes are the new village content and new difficulty settings.
My attention was diverted too many times in April, so I couldn't do as much as I would have liked. Still, I was able to complete work on the difficulty overhaul. I also added a bunch of encounters in the village map. As a result, now the adventure begins on the road leading to the village.
Thank you Juhani for the awesome ideas for new dialogue options and skill-use options that can be used to reduce difficulty! I've implemented most of the things that you suggested. Also thank you Fred for the awesome village-encounter ideas! I've implemented at least some of them.
List Of Improvements & Bug Fixes In KotC 2 Version 1.13
- Added the four main difficulty settings from Easy to Very Hard, as well as a bunch of additional difficulty options: start the concentration bonus at +4, progressive death threshold, recover a percentage of Hit Points after each encounter, and expanded character-class skills.
- Added some encounters in the village and some NPCs. After dealing with the tax collector, I suggest you deal with the giant bees, then rest two times, then talk to the bailiff to start the main events. P.S. I know there's an issue when Zerria revives a dead or unconscious character. I will fix that soon.
- Fixed a bug with end-of-fight scripts and death scripts in version 1.12. My apologies for that issue.
- Fixed a crash in the editor when double-clicking on item slots, and other editor bugs.
- Monks with a Wisdom-enhancement item will benefit from a higher Dodge bonus to Armour Class.
- Added the script command 'Event Wait' when you simply want to display the main view for a while.
- Expanded the script command 'Set non-combat behaviour' to allow for characters leaving a map or playing a unique animation.
- Used a chessboard transparency pattern on the village's overlay layer so that we can always see the characters behind trees and buildings.
- When you defeat the enemies quickly and enemy reinforcements were supposed to arrive in later rounds, these reinforcements will now arrive immediately as the default behaviour (previously, the default behaviour was to end the battle). You can use the new creature-AI setting "Don't join fight if group defeated" if you'd rather have the reinforcements not arrive when the player managed to defeat all the enemies early.
- Fixed a bug with the character-creation interface not recording the sprite of new characters.
- Created new tokens for enemy kobolds using PVG sprite artwork, see Graphics/Tokens/Kobold-Enemy-Brown-1.png and the green and red versions. Also added Graphics/Tokens/Red-Dragon-Ancient-4.png, Graphics/Tokens/Gold-Dragon-Ancient-4.png and Graphics/Tokens/Efreeti-Blue-2.png.
- Added a bunch of new monster sprites: Hydra, Giant Frog in several colours, Evil Eye in several sizes and colours, Giant Snake in several sizes and colours, Giant Beetle in two sizes, Giant Scorpion in several sizes and colours, four new Elementals, as well as the Gargoyle, Mimic, Naga and Harpy.
- Added a couple of new pre-generated characters (please rename your own file Saves/ CharacterRoster.cml before installing the new version, if you'd like to see the new characters).
Fixed a bug with scrolling the view beyond the top edge.
- In the creature editor, 'effects' page, added a button to make it easier to add reduced-difficulty negative levels to creatures.
- Added some extra effects to the dialogue options in the first fight against Pizarra (in Chapter 1). See the options [Streetwise], [Archery], [Divine Champion], [Psionics], and [Arcana]. They all do some interesting things.
- Added a bunch of dialogue options to help in the battle against King Tribulus of the Green Goblins. For example, you can have your Half-Giant clear the rubble before the fight. You'll get even more help if you talk to the Elder of the Grey Goblins before the battle.
- Added a dialogue option to stun the Hydra when it gets summoned by the Lizardman King.
- Added a couple of Bard skill options that can be used when Pizarra summons the Ice Devil.
- Added new options in the fight against the Soul Sucker Mastermind. Notably, a Bard can use the keyboard instrument in the room while the fight is taking place. You'll have to move your Bard close to the keyboard and then click on the keyboard to use it. The effects are quite interesting! :-) That's the first time I allow clicking on an activable object during combat, by the way.
- Added a Giant Spider Prince who can help in the fight against the Giant Spider Queen, if you use the right dialogue options. If you keep him alive, he will trade with you afterwards. He has two artifact weapons and a couple of expensive robes in his inventory that you can buy.
- The Genie will now help you in the Castle Gate battle, if you select the right dialogue options. But if you've sold the Genie's Lamp, then he won't appear.
- A Gold Dragon will offer to help you in the Castle Courtyard battle right after the Gate battle.
- Added more dialogue options in the fight against Aeromancers in the High Sewers.
- Fixed bugs with the Wizard feats Fire Magic, Cold Magic, Acid Magic and Electricity Magic.
- Fixed a bug with the 'Execute Script' scripted command.
- When targeting a spell, the game will now use a green text colour to highlight any allies that will be affected by the spell. Very useful when there are both hostile and friendly creatures in the battlefield.
- Fixed a sprite display bug when curing an unconscious character.
- In the editor, when mousing over a creature that has scripts, the tooltip will indicate what scripts the creature has. This is very useful when you don't remember which creature in a group has the End Of Fight or Scene script, for example. You no longer have to open the properties of every creature to look for it. The tooltip will also indicate whether the creature is a group leader.
- Increased the volume of the soundtracks Cave of Whispers.ogg and Well of Souls.ogg.
Knights of the Chalice IISP/MP: Single-player
Release: In development
Mists of Noyah - v0.9 News
The latest devlog for Mists of Noyah brings good news on development.
v1.0 trailer spoiler
Unfortunately we won't be able to release the patch right now. I will list some of the problems we are facing, to make it clear to everyone. Following is good news.
The New Save System
Many players on Discord have asked for this mechanic. We accepted it but it also had a high development cost , as we had to redo it from scratch, excluding the entire old system.
In the old one, you created the characters within the world, if you entered another world, you would have to create a new character from scratch. With the new system, you can browse with your character on any server of other friends, something similar to MMO games.
Complexity of Talents
Since the beginning, our focus has always been on quality, which runs in the opposite direction of the speed of development.
The talents were great, but very complex. The options would be:
1 - Reduce the number of talents
2 - Reduce talent complexity
3 - Increase the development cost
The only option that does not reduce the quality of the game is 3, so we keep it. The characters are very well built to relax in the final stretch. Most of the skills in the current version are simple projectiles and area damage. Nothing that will strengthen the identity of the characters. But in v0.9 all the characters gained a lot of mechanics, strengthening their identities, their classes.
- Vylat now manages to enter the body of enemies on the brink of death, to drink to the last drop of blood.
Ninn now manages to pack a string and place up to 12 summons at once in the field, and still manages to merge them all together to create a unique shape.
- Rhys won several buffs and debuffs, with new combat mechanics. How to mark targets for all allies to attack, healing for damage. New mechanics of raw healing and much more versatility when it comes to protecting an ally with your faith.
- Allure gained an absurd growth in mobility and explosion of damage, which is related to its element of fire. Is now able to spread the burning among all enemies to activate the pyromaniac side, sealing your wounds with the high temperatures in combat.
- Lance is now able to use his arcane power to teleport in combat, go back in time, and also the skill that may be the strongest in the game. "Arcane Detachment" which focuses on draining your own mana per second, converting your mana to additional skill damage.
In addition, all talents and skills can be improved, gaining an additional effect when maximized. These effects are not simply additional damage, they are new mechanics. As the new skill that Allure gains just by maximizing the skill "Rising Sun", gaining a skill that makes him go down to the ground, right after going up cutting with fire.
When does the v0.9 patch come out?
Unfortunately it will run out of date, we made a lot of mistakes in announcing release dates, without having tested anything before, we apologize for that.
In the tests we saw the number of bugs that can appear, delaying development too much.
The art part of the game is all set, the only things that are missing are critical bug fixes, mostly in multiplayer, heavy balancing across the 3 difficulty levels and some Vylat talents.
The performance problems have already been solved.
We will only announce a date when the game is playable, with no critical bugs found. The next date we announce will not be broken by anything.
The Good News
The entire art team was idle, having already finished everything. So we started to create a spin-off of the world of Noyah. That will tell a little about the trajectory of a very important character, that you will only know in this spin-off or version 1.0 of Mists of Noyah.
This game will be singleplayer, as our multiplayer dev is stuck in the development of “Mists of Noyah” until version 1.0.
As we already have a very large code base, we are reusing a lot to speed up the development of this game. He's close to leaving.
More information about this spin-off will soon be available on discord.
To apologize to the guys who are suffering along with us in the delay to release this patch. We are going to give 50 Keys of this spin-off to the 50 most active players on the discord. Talvanis will be left with the mission to choose these 50. (+50 randomly, total 100)
If the experience is cool, we will create several Noyah-based games, telling the story of each hero. Yes, it is in our plans to tell the story of Vylat with a roguelike, in a Gothic castle full of macabre monsters.
Mists of NoyahSP/MP: Single + MP
Release: In development
Iratus: Lord of the Dead - Werewolf Added and Strategy Guide DLC
The Werewolf and Illustrated Strategy Guide Update!
With today's update, a new minion has been added to the game - the Werewolf which we created, based on your requests and from our community discussions, to celebrate the first anniversary of the game. He is available to all players without additional unlock conditions:
Also, for owners of the DLC Iratus: Lord of the Dead - Supporter Pack our Illustrated Strategic Guide is now available. It contains about 200 pages in four chapters. To open the Strategic Guide, click the "Play" button on the Iratus page in the library, then select "Bonus Content" - this will open the folder C:∕ Program Files (x86)∕ Steam∕ steamapps∕ common∕ Iratus Lord of the Dead∕ bonus content with .pdf files of English, Russian and Chinese versions.
Iratus: Lord of the DeadSP/MP: Single-player
Dragon Age 4 - Return of the Grey Wardens
@PCGamesN Some new concept art for Dragon Age 4 shows a picture of the Grey Wardens.
Dragon Age 4 executive producer Christian Dailey revealed the art on Twitter, tagging creative director Matthew Goldman, and asking “Is this the right amount of pointy and gray?” Goldman responded by saying it’s “All the good stuff.” The image shows a Grey Warden, in full grey and gold regalia, standing in front of the Order’s insignia embossed over some mountains, and a Dragon Age logo up top.
Dragon Age 4SP/MP: Single + MP
Release: In development
Weird West - Interview @Gamesindustry
Narrative designer for Wolfeye Studios, Lucas Loredo, talked to Gamesindustry about how he plans to tell a story without using cutscenes in Weird West.
Though plot specifics are under wraps, Weird West's storytelling seems to favor unique player experiences over traditional cutscenes. With this dynamic approach, the real story comes from how the game reacts to player input.
"In my ideal world, honestly, there would be no cutscenes -- which is a weird thing to say as a writer," says Loredo. "I think they can be used effectively... but do they even belong in this medium at all?"
To Loredo, taking control from the player creates experiences that "are not the fullest realization of the medium." What keeps Loredo excited is the search for and continued refinement of an alternative source of storytelling in games that feels more organic.
"What does it look like to tell a super story-driven game without cutscenes?" says Loredo. "How would you make The Last of Us Part II without cutscenes? I don't really know but I'm curious to be a part of figuring it out."
"The strongest tool I have is imagining environments the player gets to move through in order to communicate to my level designer what the stories of these spaces could be -- the way the scene is decorated and how the NPCs are moving about the space, for example," he says.
For Loredo, narrative design is "the ultimate playground" for writers like him who are "interested in expressing themselves not only through words but also through ideas, objects, sets, and moods."
"[This kind of writing] is so much more vast than [prose] fiction," he continues. "It's sort of like you have a billion toys to play with."
Weird WestSP/MP: Single-player
Release: In development
Saturday - May 01, 2021
Non-RPG General NewsSP/MP: Unknown
Release: In development
KotOR 2SP/MP: Single-player
NieR ReplicantSP/MP: Single-player
Turn Based Lovers - May 2021 Releases: Turn Based RPGs & Strategy Games
The Turn Based Lovers take a look at the May 2021 releases:
May 2021 Releases | Best Turn Based RPGs & Strategy Gamesloading...
- 00:07 DEMEO
- 01:28 SUFFERING
- 02:22 THE AMAZING AMERICAN CIRCUS
- 03:45 THE CURSE OF FELDAR VALE
- 04:41 SHIN MEGAMI TENSEI III NOCTURNE HD REMASTER
- 05:44 SOLASTA: CROWN OF THE MAGISTER
- 06:54 WARHAMMER AGE OF SIGMAR: STORM GROUND
- 07:55 THE HAND OF MERLIN (E.A)
- 09:00 WARHAMMER 40,000: BATTLESECTOR
Turn Based Lovers
Friday - April 30, 2021
Inferno - Beyond the 7th Circle - Released
The dungeon crawler Inferno - Beyond The 7th Circle has been released:
Inferno - Beyond The 7th Circle
The world is dominated by demons: few humans survived and now they are just a minority on the planet. You are one of the survivors, struggling to find food and resources while demons and abominations rule over the Earth.
Inferno - Beyond The 7th Circle is an old-school Dungeon Crawler with survival elements. It's made for hardcore gamers and fans of 80s and 90s cRPG.loading...
It's the spiritual successor of The 7th Circle. Unlike its predecessor, Inferno - Beyond The 7th Circle has a more "classic" approach to the Dungeon Crawler genre: you can now save and load the game when you want and if you die you can just reload your last saved game. Also, there are plenty of new contents: more items, more skills, more spells, more tasks, quests and lot of resources to find.
Key features of the game
- Grid-based First Person Dungeon Crawler. If you've enjoyed classic CRPG from the 90s, you will like this game.
- Turn based combat. Take your time, plan your strategy.
- Create your character: choose attributes, skills, traits, personality and background.
- Learn more than 70 "Magic Formulas" to cast spells and use resources to empower your magics.
Deep character customization system
- Survive: search for food, clean water and other resources to craft items, weapons, armors and useful items.
- A huge map to explore.
- Improve your skills as you use them. E.G: the more you use an axe, the more you will improve your "Bladed Weapon" skill.
- Puzzle to solve, hidden areas to find, tasks to fulfill and a lot of demons to kill.
Inferno - Beyond the 7th CircleSP/MP: Single-player
Genre: Dungeon Crawler
Dark Alliance - 20 Minutes of Gameplay
DSOGaming reports that Dungeons & Dragons: Dark Alliance has a new 20 minute gameplay video courtesy of IGN.
IGN has shared a video for the upcoming co-op action roleplaying game, Dungeons & Dragons: Dark Alliance, showcasing 20 minutes of gameplay footage from it.
Dark AllianceSP/MP: Single + MP
Release: In development
Warhammer Age of Sigmar - Gameplay Overview Trailer
DSOGaming reports on a new gameplay trailer for Warhammer Age of Sigmar: Storm Ground.
Get a first look at action-packed, turn-based combat in today’s Age of Sigmar: Storm Ground Gameplay Overview trailer. Developed by Gasket Games and published by Focus Home Interactive, Storm Ground is based on Games Workshop’s iconic fantasy IP “Age of Sigmar” - a dark-fantasy universe where immortal knights ride heavenly stardrakes to eradicate Death across a multitude of realms. Coming to PlayStation 4, Xbox One, Nintendo Switch, and PC on May 27.
General NewsSP/MP: Unknown
Release: In development
Thursday - April 29, 2021
Persona 5 Strikers - Sells 1.3 million worldwide @ RPG Site
RPG Site reports that Persona 5 Strikers sold 1.3 million copies:
Persona 5 Strikers sells 1.3 million worldwide
In a news article posted on the official Persona website, Atlus has announced that Persona 5 Strikers has sold 1.3 million units worldwide across PC, PS4, and Switch. With this title passing the million units sold mark, it is one of the top-selling Musou games in the franchise's history.
Persona 5 StrikersSP/MP: Single-player
Legend of Keepers - Released
The dungeon defender / roguelite mix Legend of Keepers has been released today:
Legend of Keepers
In this original mix of Dungeon Management and Roguelite, you will lead your career as a Dungeon Manager!
- Join the Dungeons Company and climb the corporate ladder
- Crush so-called "heroes" and protect the company's treasures
- Hire monsters, manage your employees and your stock of traps
- Deal with employee strikes and other fun eventsloading...
Each run will be different but players will keep some of their Master's bonuses between runs. Like we've already mentioned, our game is a mix between Roguelite and Dungeon Management. How did we achieve that? By running many tests to find the perfect balance between management and dungeon phases!
First, you will have to plan your defense against a group of adventurers. Check their stats and resistances, then place the best traps and monsters to defeat them! When you think your dungeon is ready, let the crawl begin!
You will then be able to watch those heroes die! It's a reversed dungeon crawler: heroes will move through your dungeon and will trigger the traps you placed. When a group of adventurers encounters a group of monsters you positioned in your dungeon, a turn-based fight will happen!
Games/Series that inspired us:
HeroQuest (Board Game), Naheulbeuk (French audio series), Kaamelott (the best French series), Monty Python (English series).
Video games: Darkest Dungeon, Slay the Spire, Dungeon Keeper, Final Fantasy, Divinity, For the King, Chroma Squad, Battle Brothers, West of Loathing and so many more..
Legend of KeepersSP/MP: Single-player
Zoria: Age of Shattering - Devlog Update: Progress so Far
A new devlog update for Zoria: Age of Shattering shares progress so far.
Devlog: Updates for 2021 so far
Greetings adventurers of Zoria,
It’s been a long time since our last Devlog, but there are also many changes that happened to the game in that time. The main reason we’ve been silent is that we’ve been busy making the game.
Because of this, today’s Devlog is a short and introductory one, with a brief description of all the things that happened to the game since.
Alchemy and Cooking:
our last Devlog was about Crafting, but in the meantime we also implemented the Cooking and Alchemy systems. We will be making a separate Devlog detailing how the systems work in the following days.
Quest System Update:
this update is not something immediately obvious to the players, but it’s nonetheless a very important update, as it allows us far more control in crafting the quests and interactions in the game. With this update we now have far more freedom in making dialogue choices as well as quest choices that have real impact and consequences in the game.
NPC behavior system:
we wanted the world of Zoria to feel alive and inhabited by all kinds of characters, each with their lives. We achieved this by creating a behavior system for all the humanoid NPCs in the game, friendly or hostile. Each NPC in the game has one or more points of interests and behaviors, triggered by different events in the game.
Classes and Abilities update:
this is a big one. We are in the process of updating the skill trees for all the classes in the game, with new abilities and a completely revamped tree. The update is intended to give more agency to the player in customizing all the followers, as well as making the combat more interesting with all kinds of new abilities.
We will return in the following weeks with detailed presentations for each class, the skill tree and all the abilities available.
Together with all these updates we have been working on the content, with the first big area in the game, Rithvale, almost complete at this point, in terms of main area, dungeons and encounters. There is still work being done on the main quest, side quests and all the small details that make a game good. As with all the other elements described in this post, we will return with a more detailed post about Rithvale.
We also completely reworked some of the scenes from the Prologue (Thallamar for example) and increased the visual quality overall.
Until further details, I leave you with the new Main Screen background:loading...
Zoria: Age of ShatteringSP/MP: Single-player
Release: In development
Wednesday - April 28, 2021
Expeditions: Rome - Announced
Expeditions: Rome is the newest game from Logic Artists and has a planned release for 2021.
The future of Rome is in your hands: What will your legacy be? Expeditions: Rome is coming to PC later this year.
In Expeditions: Rome, you exert the will of Rome through your actions across the world stage, from the bright blue coasts of Greece to the deep forests of Gaul. Decide how people will view you, and Rome. Will you strike with an iron fist, or speak with a silver tongue? Will you embrace the political heritage of the Republic, or carve your own path as you navigate the complex politics of the Roman Senate? Every choice matters as you decide the fate of your legion, your close companions, and of Rome itself.
Expeditions: Rome is developed by Logic Artists, from Copenhagen, Denmark, who were also responsible for the critically acclaimed Expeditions: Conquistador and Expeditions: Viking. But as we all know: all roads lead to Rome.
Expeditions: RomeSP/MP: Single-player
Release: In development
Matt Chat - Old School Fantasy INDIE RPGs
Matt Chat 466 covers a Steam bundle of four Old School Fantasy RPGs:
Matt Chat 466: Old School Fantasy INDIE RPGs
An open world RPG filled with side-quests, Balrum not only offers excellent core RPG mechanics, but also impressive side-systems like crafting, building, and survival mechanics.
Heroes of Steel
A turn-based RPG with deep, tactical combat, in Heroes of Steel you choose a party of four and embark on a journey through the immense post-apocalyptic world of Steel.
This isometric action RPG offers a challenging environment to explore, choices with consequences, and a simple but versatile rulesystem enabling endless ways to develop your character.
The Fall of the Dungeon Guardians
Repping the original first-person gameplay, this tile-based dungeon crawler takes you into maps filled with secrets, monsters, puzzles, and treasure.
General News - Classic RPGs to play in 2021 @ Fextralife
Redglyph spotted a new top RPG list on Fextralife:
Top 10 CRPG 2021: The Best Classic RPG Games to play on PC, Consoles, Mobile Switchloading...
00:00 Top cRPG Intro
00:50 Dragon Age Origins
01:27 Pillars of Eternity
02:12 Divinity: Original Sin
03:49 Divinity: Original Sin 2
04:28 Pillars of Eternity 2
05:11 Pathfinder: Kingmaker
05:55 Disco Elysium
06:37 Wasteland 3
07:21 Solasta: Crown of the Magister
08:09 Pathfinder: Wrath of the Righteous
08:56 Final Thoughts
General NewsSP/MP: Unknown
Release: In development
Vagrus: The Riven Realms - Beast Types and Trade Offers
In devlog #44 we can learn more about changing the types of the beasts of burden of a comitatus and the mechanics of trade offers:
Devlog #44 | Beast Types and Trade Offers
This time, we come to you with a double feature of sorts, combining two topics into a single devlog post: changing the types of the beasts of burden of a comitatus and the mechanics of Trade Offers.
The vagrus's ability to change the type of beasts their comitatus uses has been planned to be added to the game from the beginning but it had to wait until recently for a couple of reasons. The first being that there were a number of other - more important - things to be added before and also because changing between only two types would have been a bit lackluster, but the third type was locked behind content that we got around to just lately (and is available since the addition of Larnak).
Of the three types of beasts, two are accessible in most settlements in-game. Mammals are slightly more common, which means that you can buy them in greater number in mansios, except in the deep deserts where reptiles are more common. Neither of these two types are better than the other in all respects. For example, reptile beasts of burden carry more cargo and move a tad faster but march less effectively and have a much larger consumption. Reptile mounts are slightly better at combat but less effective on long journeys than horses. Mammals are cheaper and so make it easier to scale up your comitatus but require more animal care, thus more work. The third type, insectioids, work as an upgrade in basically every aspect and cost a lot to obtain. This type is meant for high-end comitati in general.
Changing the beast type of your comitatus happens in the mansio and it changes both your beasts of burden as well as mounts to the selected type at once. From then on, you buy beasts and mounts for the new, active beast type, meaning you can never have mixed beast types in your comitatus.
Commerce in the Riven Realms is held in the iron grip of Trading Houses through official monopolies or the control of locations that produce valuable goods. A simple merchant who deals in smaller quantities of wares can not begin to imagine what profit these factions work with, especially compared to what the actual manufacturing or harvesting costs. Yet there are considerable expenses involved in these operations, too. If the hardships of travel over the accursed wastelands were not enough by themselves, factions regularly wage bloody wars for resources, mostly in the shadows but often openly as well out on the frontier - and these are astonishingly expensive.
In accordance with the above outline, we have always wanted players to only have access to large quantities of wares through factions. We had a lot of the feature in place, including UI elements, but we needed dynamic pricing to work before being able to add Trade Offers. Until it could be implemented properly, the temporary solution was to control stocks through the market of settlements, but it was less transparent in many ways - a lot of players neglected to check back to depleted or markets with a seemingly low goods density, believing that it will never change.
The concept of Trade Offers is not complicated: factions that have presence in a settlement post bulk offers for buyers and sellers alike. The content and quality of these offers depend on a variety of factors, including the faction's interest in and the supply-and-demand of the wares in question, the extent of their presence, as well as the player's unlocked Trade Offer tiers (from I. to III.).
Trade Offers can only be bought and sold in full stacks, and beside the normal price, vagri can get a better deal when spending faction reputation. Although factions do not sell their wares cheaper (except at higher standing with them on the source nodes of the goods), each unit of the offered stack costs the same, which is a great advantage over the dynamically changing market price even though it may seem that the initial couple of units cost less at the market than the offered ones. The result is that large scale trading is mostly viable through faction Trade Offers.
Apart from fitting the setting of the game, the point of this design is to keep smaller comitati more viable through normal market trading while to upkeep larger ones you would have to progress through factions. This is only true of course if the player wishes to delve into the trading aspect. Trade Tasks remain for those who mostly care about a fixed, certain profit without risking their coins.
We hope you will like these new additions - they certainly add new levels of depth and strategy when it comes to comitatus management.
The Lost Pilgrims Team
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development