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Picture Watch

State of Decay
Box Art

Poll Watch

How much will Grimoire sell
This is Skyrim stuff

5 figures easily

somewhere between 10 and 50K

Below 10K

In the low 1000's

3 figures only

Somewhere around 100


Expected Releases

Jul: Grimoire
Jul: Demons Age
Jul: Shadowhand
Jul: Children of Zodiarcs
Jul: Pyre

Sunday - June 18, 2017

Conan Exiles - Free DLC Trailer

by Hiddenx, 09:25

Farflame spotted a Conan Exiles trailer for a free DLC:

Conan Exiles – Expansion Teaser Trailer


Conan Exiles is coming to Xbox One Game Preview on August 16th, 2017! A free expansion update will release at the same time on both PC and Xbox One, expanding the game world and bringing your journey from the scorching desert to the cold, frozen highlands in the north. The expansion update will be revealed in full later this summer.

Conan Exiles is an open-world multiplayer game, where you must survive, build, and dominate in the savage world of Conan the Barbarian. Currently available in PC Early Access on Steam, Conan Exiles will hit Xbox One Game Preview on August 16th 2017 followed by full release on PC, Xbox One, and PlayStation 4 in Q1 2018.

Conan Exiles

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


The Island of Eternal Struggle - EA Release

by Hiddenx, 09:03

The turn-based RPG The Island of Eternal Struggle has been released as Early Access:

No face? No problem.

A soldier flees a secluded island controlled by powerful deities, consumed in an endless war with one another. Ian sets out for a peaceful life, but soon finds out his past can't be escaped so easily. The war catches up with him and threatens the entire planet. With the world's balance at stake, he teams up with others--fighting their past to restore peace at any cost.


The Game

A faceless soldier, a warrior, a cyborg, and an oracle... while it may sound like an introduction to an awkward bar joke, it's not. It's the cast of The Island of Eternal Struggle--a 2D turn-based RPG developed by Wimbus Studios. The game places heavy emphasis on battle-system interaction, deep character-class customization, and a rich storyline with humor and depth.

  • Classic turn-based RPG gameplay, but with unique and exciting "action commands"--enabling interactive and fast-paced combat sequences.
  • Job class based character growth. Final game will include 24 different jobs such as Templar, Discomancer and Booze Hound and 500 different skills and abilities.
  • A unique "Soul Slot" system, allowing each character to have a different loadout of skills and combat bonuses.
  • 2D visual style inspired by the classics.
  • A lovingly crafted soundtrack with styles as diverse as it's instrumentation.
  • Mini-games? Of course!
  • Unconventional enemies--from adult mutant turtles and balding eagles, to bears on roller-blades wielding switchblades.
  • If you want to save, talk to a hobo.


The Island of Eternal Struggle

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


Saturday - June 17, 2017

XCOM 2 - Interview with Jake Solomon

by Silver, 13:36

@PCGamesN Jake Solomon talks about the XCOM 2 expansion War of the Chosen and shares his thoughts on Phoenix Point.



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


Beyond Good & Evil 2 - Announced at E3

by Hiddenx, 13:35

IGN: Beyond Good and Evil 2 will have more RPG elements than its predecessor:

E3 2017: Beyond Good and Evil 2 Is a Massively Ambitious RPG

Dynamic character storytelling on an interplanetary scale.

I can’t recall how many times during my meeting with the development team of Beyond Good & Evil 2 I thought to myself, “This is impossible.” While the trailer shown at Ubisoft’s E3 conference was more of a development announcement, our post-show meeting was where the concept and true potential of BG&E2 really came into focus. The goal is a seamless multi-planet world populated by dynamically-generated characters, with unique stories being told and optional social interaction throughout. I may have initially scoffed at these ambitious ideas, but by the end of our meeting I was enthralled, not to mention giggling like a child out of sheer amazement at the fact that this could really work.


Beyond Good & Evil 2

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


Battle Brothers - Update 1.1 released

by Hiddenx, 11:08

Update 1.1 for Battle Brothers has been released:

The Conclusion: Update 1.1 Released

The 1.1 update to Battle Brothers is here and brings a bunch of additions and changes, as well as various bugfixes – see below for the complete changelog. Also, we’re talking about what we’ll be doing next.

The Conclusion
Making Battle Brothers a reality has been a great ride. Back when we still worked our evenings and weekends on the game, we never imagined quite how many and how much people would fall in love with it, and all the support we’d get from you. Playing the game now ourselves, we’re genuinely happy with how things turned out. For all its flaws, Battle Brothers is fun to play, it’s satisfying to see what we achieved with our means, and we’re happy to say that we’ve learned a lot on game development as we created our first game together.

A part of game development is making tough decisions on where to spend your limited time. In creating Battle Brothers we, too, had to make concessions in order to make the game happen. Unfortunately, this now makes things like translations and mod support unfeasible, as much as we’d like to offer them, and expanding the game beyond its initial concept an increasingly unwieldy endeavour.

We’ve thought long and hard about where we want to go from here. After working on the same game for almost five years now, we’ve come to realize that it is time to move on. Creating Battle Brothers has always been about building the game we want to play ourselves, and furthering ourselves as game developers, and we believe that taking all the lessons learned here to create a new game dear to us is the right next step to take.

Development on Battle Brothers is concluded with today’s update – although we’ll of course continue to provide bugfixes, as necessary. We have a very good idea of the game we want to create next, and we’re enthusiastic to get started. It won’t be Battle Brothers 2, but if you enjoyed playing Battle Brothers, chances are good you’ll really enjoy our next game, too. We look forward to tell you all about it in the future. It’ll even have legs!


  • Added 18 new illustrated events.
  • Added 3 new player banners.
  • Added 63 colored variants of most common helmets for more customization options.
  • Added more options to customize campaign difficulty by introducing separate settings for 'Economic Difficulty', 'Combat Difficulty' and 'Starting Funds'. See tooltips for more information.
  • Added optional 'Reset Equipment After Battle' setting to automatically place equipment back into the inventory slot it was in before battle, if possible.
  • Added additional ambient sounds for settlements.
  • Changed combat log to show more detailed information, including hit chances, dice rolls for enemies and damage to shields.
  • Changed 'Bags & Belts' perk to also remove the fatigue penalty for carrying items in any bag slot.
  • Changed fatigue cost of ‘Indomitable’ perk active skill to 20, down from 25.
  • Changed various minor things to improve game balance and pacing.
  • Fixed 'Lone Wolf' perk effect sometimes not updating correctly after movement.
  • Fixed potentially wrong healing time displayed in medical supplies tooltip.
    Fixed specific ambitions not being recorded as fulfilled when engaging two enemy parties in quick succession.
  • Fixed issue with 'Armed Courier' contract during an active late game crisis.
  • Fixed two potential issues with the 'Siege Fortification' contract.
  • Fixed issue when retreating at a specific point during the 'Free Greenskin Prisoners' contract.
  • Fixed game potentially hanging when loading an ambush with a large number of opponents.
  • Fixed auto-loot sometimes granting loot to the player even if not having won the battle.
  • Fixed cultist conversion events also changing daily wages.
  • Fixed situations at settlements sometimes not being resolved correctly.
  • Fixed tavern rumors about famed helmets incorrectly referring to them as weapons.
  • Fixed various minor issues.

Battle Brothers

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


Kingmaker - Reddit AMA Summary

by Silver, 02:56

Pathfinder: Kingmaker had a reddit AMA recently which has been summarized over on the Paizo forums here. There is a lot of new info there so it is worth checking out.

Character Creation:
-The Game includes all the races and Classes from the Core Rulebook. It also includes Alchemist and Inquisitor. The Rogue is from Pathfinder Unchained, the Barbarian unchained but can choose between normal and Unchained Rage, the Monk is as yet undecided.
-There are no plans for Occult class characters right now.
-Arcane Trickster is in the game already, other Prestige classes are planned as well. Dragon Disciple seems likely. As does Aldori Swordlord.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come. There will be over 300 spells total by the time the game is launched.
-Bardic masterpieces are in.
-There are around 10 Animal Companions in the base game.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful. Avellone is petitioning Owlcat to allow Owlcat familiars.
-There will be more than 300 feats.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP. While the information was delivered tongue in cheek, there will be no Deep One Hybrids either.
-Since there is no mounted combat, Cavaliers seem vanishingly unlikely. Similarly, Paladin Mount bonds.
-There are pregenerated builds and recommendations for all the choices and options.
-The current plan for Character Creation is point buy. The Devs have stated that they may also consider rolling characters as an optional alternative.
-Stats will be point buy by default, with an option for rolled stats due to backer demand.
-Magus is the second Stretch Goal.
-You can become a fallen Paladin.
-They want to add Aldori Swordlords.
-Multiclassing is in the game.
-Item creation feats, crafting, and Profession skills are not in the game. There will be talking skills (e.g. diplomacy, intimidate, bluff, etc), knowledge skills (e.g. Geography, History, local, nobility, etc), and movement skills (e.g. climb, swim, acrobatics, etc). The actual Skills have not been confirmed yet beyond Perception. At least one video shows a "Thievery" skill.
-You will be able to select portrait for your character, these will all be Paizo approved. the ability to use custom portraits is still in discussion.
-You will be able to select face, hair style, skin tone, hair color (and gnomes will definitely have crazy colors available for them). Owlcat is also trying to add different body types, is am not promising it right now.
-You can select a deity your character will worship. Divine classes will have to select specific deity. Paladin codes will be referenced to, but not strictly mechanically upheld.
-Because there is no mounted combat, Paladins have different versions of divine bonds, most common of them being a weapon bond.
-There will be favored class bonuses, including racial options, but probably not all of them.
-Character creation design is not finalized, but Owlcat plans to include character background in some form in it.

Multiplayer and Modding:
-Base game is Single Player only.
-While DM Tools and Multiplayer were floated as possible stretch goals early on, the Devs want to focus on making a good Single Player game first and foremost and so they don't want to promise that they will be available.
-Modding is a seperate issue that they are not focused on at this time.
-There are no plans for a DM client option. This si something to examine for Future Games.

Regarding Companions:
-There are either 10 or 11 Companions in the Base Game.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game. Amiri is the only Iconic Companion.
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon. He's also a character from the original AP.
-Valerie is a blonde haired Human Woman from Brevoy. She is also a Fighter who Worships Gorum, and a failed Paladin of Shelyn.
-A halfling that looks suspiciously like Lem is a companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling.
-Octavia is a female Half-Elf wizard/rogue/arcane trickster.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae.
-There is a Half-Orc who definitely looks like a Magus (or maybe he's the bard)?
- There is what looks like either a Taldan or Ulfen Human male Fighter.
-There is an either Garundi or Mwangi man in light armor. He is probably from Thuvia.
-There is a Goblin Companion. This Goblin is sadly, not an Alchemist.
-Harrim is a Dwarven Cleric of Groetus. He has a Mohawk looking hairdo.
-Finally, there is what I believe looks like a Tian Woman, but others tell me looks like Jiselle the iconic Swashbuckler. Further Videos and investigation of teh Blogger kit realeased in teh music update show that she is a Player Fighter Character.
-There will be companion Romance, but it isn't the only relationship option. This Includes LGBTQ+ romance options. This kicks in as quickly as Module 1.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviours for your party members, allowing them to use spells and abilities or spend resources on their own.
-Each companion will have one or several levels in a predetermined class when you meet them. You can level them any way you wish from there on out, but their "starting class" is preset.
-Chris Avellone really wants to write Amiri and Jubilost. But negotiations as to who gets to do what are still ongoing.
-Companions definitely have an opinion, will act on that opinion, and will act strongly on that opinion (leaving the party is only one possible ending for companions you butt heads with). Mentions have been made of Companions turning on you as well.
-There are some companions that simply are impossible to influence with your charms, only your actions.
-Some of the companions come from as far as Absalom and even Thuvia and you will be able to talk to them about those lands.
-Companions' stories carry through (heroic and tragic, though both are not set in stone for each character) throughout the game to the very end.
-Companions have their own choices of deities. (Presumably these are preselected for them).



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


Bard's Tale IV - Updating the Legacy

by Silver, 01:45

The Bards Tale IV has received a new update about the series lore and how it is being updated. Michael Cranford is back to assist InXile and there is also a progress report here about The Bards Tale Remaster from Olde Skuul.

Updating the Legacy

First, we've got a write-up from Brian Fargo on updating The Bard's Tale series for the 21st century:

Hard to believe it's been nearly two years already since the game's Kickstarter campaign. I want you all to know that I'm very pleased with the way The Bard's Tale 4 is shaping up. The visuals are outstanding, the level design is strong, the puzzles are clever, and much of the personality and charm is starting to make it in. We've also worked out a deal to have someone very special provide input - you can find out about him at the end of the update. It's really coming together now and I can't wait to show you more.

Games today demand a deeper lore and sense of world than back in the day. My goal is to broaden the Bard's Tale world without losing the key people, places, spells, bard songs, etc. When we created Bard's Tale back in 1985 we were young and excitable...more interested in mapping dungeons and torturing our players with teleporters, brutal combats, spinners, and darkness areas, than we were in telling a coherent story. We threw everything except the kitchen sink into those games - Nazis, ninjas, zen masters, robots, vampires, lizard men. We weren't exactly concerned with it making sense. Why did Mangar trap Skara Brae in ice? Does anybody ever say?

Well, we're for sure going to keep all the villains: Mangar, Lagoth Zanta, and the Mad God Tarjan. And we gotta keep Roscoe's and Garth's and the Adventurer's Guild. Skara Brae's in there too, and the bard songs, the old spell names, along with all of the character classes including the ever popular Archmage. But knowing the lore is a bit thin and inconsistent (a lot of players made up better stories during their play-throughs than the games actually told) we needed to add some depth to the world. How do we stay true to the spirit and substance of the original games while adding the depth, history, and personality that today's players expect from a modern game?

Maybe we should start by figuring out how the events of the first three games fit together. How are Mangar, Lagoth Zanta, and Tarjan connected? What ambition drove them? Where did they come from? In what kind of world would beings of such power exist? What is the history behind it all? And can we give it all a unique flavor that will allow it to stand out from other fantasy games?


Bard's Tale IV

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


Friday - June 16, 2017

Pillars of Eternity II - Gameplay @ IGN

by Hiddenx, 20:42

IGN shows some pre-alpha gameplay of Pillars of Eternity II:

Pillars of Eternity 2 Gameplay Walkthrough -
IGN Live: E3 2017


The new Pillars of Eternity 2 is here! Join us as the team shows off new gameplay.

Thanks rjshae!

Pillars of Eternity II

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


Meridian Shard - Release Date: September 15

by Hiddenx, 20:37

The Adventure RPG Meridian Shard will be released on September 15:

Official Release

Well, it's finally happening after years of labor and intense dreams and nightmares. The Meridian Shard™ will go live on Steam as of midnight, September 15th 2017! The digital copies for the kickstarter reward packages will go out at the same time. I will post an update here with the link(s) shortly before midnight, and the physical rewards will be sent out in the following days after I re-confirm all of your addresses for shipping. 

THANK YOU everyone for your patience and kindness. Accomplishing all of this work by myself has been exhausting, and also incredibly rewarding. I can't wait to reveal all to you soon. Have a great summer. The next update will be in August for promo before launch.

Thanks daveyd!

Meridian Shard

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


Two Worlds II - Call of the Tenebrae released

by Hiddenx, 20:31

The Two Worlds II addon Call of the Tenebrae has been released:

Two Worlds 2: Call of the Tenebrae

At long last, it’s time to revisit the sprawling lands of Antaloor for another thrilling chapter in the Two Worlds saga! After the high-flying adventure of TW2: Pirates of the Flying Fortress, leave the skies behind and return to Antaloor in this exciting new DLC, Two Worlds 2: Call of the Tenebrae!

In this new RPG adventure, the shocking murder of DarPha sets in motion a chain of events that reveals a powerful new magic and a creeping evil with sinister designs for the populace of Antaloor. Drawn into a battle between two warring leaders of a savage tribe of rat-like creatures, this horrific new enemy has managed to complete the bulk of its grotesque plan while the citizens of Antaloor have remained completely unaware. With only a few short days until their diabolical scheme is complete, the hero must act fast and defeat this new evil before the light of Antaloor is extinguished!

Team up with familiar faces and new allies alike as you unravel a genocidal plot that will destroy the harmony of Antaloor and leave its people and lands in ruins. Solve the mystery of the Elves’ disappearance and uncover powerful relics of a time passed as new revelations lead to shocking discoveries that will change the face of Antaloor forever.

Find sturdy new armor, powerful new weapons, brand-new locations and battle a fearsome new race in your quest to uncover the hidden secrets of Antaloor. Harness new crystals, upgrade your weapons and armor, brew new potions with an expanded alchemy system and battle new enemies and boss characters. New combat techniques and enemy behaviors will keep you guessing and brand new locations await you, from haunted graveyards and crypts to dank swamps and dark forests swarming with vicious enemies.

The fate of Antaloor’s people hangs in the balance and the stakes have never been higher. Uncover the nefarious plot against her citizens and discover the powerful secret that will rock Antaloor to its core. Welcome back to Two Worlds!


An all new engine upgrade will display the beauty of Antaloor and its denizens like never before! See stunning new locations, highly detailed new enemies and allies and beautiful new effects!
  • Several hours of thrilling gameplay, in an all new adventure set in the Two Worlds universe, in addition to myriad side-quests and optional missions.
  • Brand new, highly stylized armor and weapons await you, regardless of your offensive focus. Choose from a wide variety of axes, maces, daggers, swords and spears, in addition to ranged weapons like magical staves, bows and arrows, rifles and crossbows.
  • A wide array of new weapon and armor enhancing crystals are scattered across the land, waiting for an intrepid explorer to discover them, granting your weapons new abilities and attributes.
  • Revamped and enhanced alchemy system with new ingredients and techniques for brewing all new tonics and potions, granting the player new options for offensive, defensive and restorative potions.
  • Explore the archipelago like never before; investigate new locations, from haunting crypts and swamps crawling with the walking dead, to sprawling villages, trading outposts and bandit camps.
  • Introducing a brand new race, a horrifying cross between rat and human called The Chosen, with motivations and aspirations known only to them. You must learn who among them is friend and who is foe before Antaloor is overrun!
  • Ferocious new bosses, each requiring fast hands and quick thinking as you discover and exploit their carefully guarded weaknesses.
  • New enemy tactics and strategies will keep you guessing, forcing you to master your attacks and keep your guard up.
  • An original, thrilling new story addition in the Two Worlds universe with friends and foes both new and old.
  • An epic soundtrack featuring an hour of all new music, plus a bevy of new sound effects and thematic music.

Two Worlds II

SP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Platform: PC, Xbox 360, PS3
Release: Released


General News - A Plague Tale: Innocence Trailer

by Hiddenx, 17:43

Here's the E3-teaser trailer for A Plague Tale: Innocence:

A Plague Tale: Innocence


General News

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


Beautiful Desolation - Updates

by Hiddenx, 17:39

Farflame spotted two updates for the post-apocalyptic adventure game Beautiful Desolation:

Kickstarter Update #20:


The last two months have flown by rapidly, but we're excited as ever to bring you an update on the development progress of Beautiful Desolation.

We've increased our library of photo-scanned 3D objects (when time permits), and are planning a road trip that will entail the further scanning interesting objects and items to include in our desolate African landscapes.


Kickstarter Update #21:

If you don't know where you are going any road can take you there”

One of the major inspirations in our game design was bringing back the excitement that we felt when exploring the original Fallout's map. Our map is a core feature of BEAUTIFUL DESOLATION and provides a tangible link to all of the interesting areas that you're able to explore in this post apocalyptic world.


Kickstarter Games

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


Elder Scrolls VI - Not Announced at E3

by Hiddenx, 17:27

Farflame spotted this opinion piece on MMOExaminer:

The Elder Scrolls 6 Wasn’t Announced at E3 and That’s a Good Thing

Recently, Bethesda held their conference at E3. There was plenty of content to get excited for and some of the best bits were covered right here at MMOexaminer. Whether you were impressed with what you saw or not, it seems that the internet almost unanimously was crying out for something very specific: the announcement of the Elder Scrolls VI.


If a new title in the series to be released this year, it would likely be running on the same engine that Bethesda built Skyrim and Fallout 4 on. There would be little to no changes in gameplay, and would most likely only feature a change of scenery. For some of you, that might be enough, but I look at that as Skyrim DLC.

If I’m going to pay $60 USD (or whatever ungodly amount triple A publishers are asking for a few years from now) then the Elder Scrolls VI better be built on a new or at least dramatically improved engine with less bug and fewer random crashes. Not only that, but I have high hopes for the location of the next game. With the release of the Elder Scrolls Online in 2014, players have gotten the chance to see many places in Tamriel we haven’t seen in the “main games” of the franchise. We have already spent time in previously unexplored lands like Black Marsh, Elsweyr, and the Summerset Isles. I submit to you that the next game should take place on an entirely different continent: Akavir. This would not only mean a completely foreign landscape, but likely the addition of the monkey, tiger, and snake-like races of men. Of course, that means more work for the developers which, in turn, would mean more additional time.


Elder Scrolls VI

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


Children of Zodiarcs - Preview

by Hiddenx, 17:21

God is a Geek has checked out the upcoming tactical RPG Children of Zodiarcs:

Children of Zodiarcs is a tactical RPG with a big difference

Far from child’s play

Children of Zodiarcs started life as a Kickstarter campaign from a small group of industry veterans and pros that have decided to branch out on their own and create a passion project, as many nostalgia-inducing throwback games to be. Zodiarcs positions itself as a tactical RPG mixed with dashes of collectible card gaming and table top dice rolling. Not a mix that is completely alien nowadays but certainly something of a challenge to get right when you consider the amount of balancing required for each of these types of games on their own. Overall, though, Zodiarcs seems to be doing a respectable job of it.

Narratively the game delivers a compelling story so far and provides just enough world-building without taking away control from you for too long. This is a god-send for this kind of game because the narrative is delivered in the same way that Final Fantasy Tactics – clearly a huge influence – and Fire Emblem with non-interactive sections of storytelling preluding each battle. While this is a wholly expected way of delivering story in such a game, it does mean that if you have little interest in the combat elements of the game there’s not a whole lot else to draw you in at this point of development.


Thanks Farflame!

Children of Zodiarcs

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


Bethesda Softworks - Creation Club @ PC Gamer

by Hiddenx, 00:27

PC Gamer's opinion about Bethesda's Creation Club:

It's great that Bethesda wants to pay modders, but Creation Club mods should still be free

Bethesda doesn't need to charge for mods—they've been passively profiting from them for years.

Here we go again! Bethesda taking another stab at paid mods—despite saying that Creation Club isn't paid mods. It is, though. There will be new mods you'll have to pay for to use. But there's also been more thought put into Creation Club than the dreadful and half-baked Steam paid mod system from back in 2015. While the last attempt generated anger over the thought of paying for mods and fear that such a system will destroy the modding community, Creation Club itself isn't anything to be too worried about. In fact, with one small change, it could be a great system.

Creation Club, which was announced during E3, is an improvement over the 2015 attempt on Steam in almost every respect. Bethesda is hiring modders to create new content for Fallout 4 and Skyrim Special Edition, and charging players to use it. It won't monetize any existing mods—everything in the Club will be something new, Bethesda says. Been using free mods? You can keep using them, and if Bethesda keeps its word, you won't see a monetized version of an existing mod with new features show up for sale.

Creation Club is also a curated system, unlike the Wild West of Steam's disastrous attempt, which was a chaotic come-one come-all invitation that led to people uploading and attempting to sell previously free mods, or mods that weren't theirs, or mods that used code or assets from other mods without permission. Bethesda says it will be vetting each mod through an application and approval process, which will (we hope) mean no one can just sneak in with something they didn't entirely make themselves.


Thanks henriquejr!

Bethesda Softworks


Thursday - June 15, 2017

Expeditions: Viking - New Patch Improves Difficulty

by Silver, 22:36

Expeditions: Vikings has been updated to v1.05. Check out the patch notes here.

Hello, and thanks for checking in with us again. Today we've released update 1.0.5 for Expeditions: Viking. In addition to some bug fixes, this version contains several major changes to game balance that I will outline separately before we get to the change log.

New caps on skill ranks
The most significant change we've made is to introduce caps on all skill ranks based on the total amount of skill points you've spent. Ranks 1 and 2 are freely accessible, but in order to upgrade a skill to rank 3 you must have spent a total of 100 SP. To reach rank 4, you must have spent 175, and to max out a skill at rank 5 you must have spent a total of 250 SP. Recall that you begin the game with 50 SP and that there is a total of just over 300 SP in the campaign. The result is that you'll have no skills above rank 3 when you go to Britain, and you won't be able to level up to rank 5 until quite late in the game.

This update trades away some freedom of choice to enforce a better levelling curve. Previously, we let you max out your weapon skills quite early in the game, with the predictable result that you would outpace the enemies before you even reached Britain, and the enemies wouldn't begin to catch up until near the end of the game. Now, you're forced to distribute your points among the different categories, perhaps buying some Utility and Passive skills for a more well-rounded character. This does have the drawback that characters will be a bit less specialised, but the improvement to the game's difficult curve is profound.

Surprise round on enemy initiative
A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game.

Bear in mind that this update is not the final word on difficulty. These are major changes that will fix our difficulty issues, but they are not intended to increase the upper ends of difficulty on the Hard and Insane settings. The next update will contain more tweaks intended to make the Hard and Insane settings live up to their name, as well as the promised Iron Man mode.

And now for the full change list. As with the 1.0.4 update, I have divided it into two sections: one for changes and additions, and one for fixes. Since this update has a far greater variety of changes than previous patches, I've decided to further subdivide each section into categories based on the type of change or fix.


Expeditions: Viking

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


Grimoire - Has a Steam Page

by Silver, 11:54

Grimoire has a Steam page. Yes for real. It lists a release date of July 7th.


After more than 20 years of development, the greatest roleplaying game of them all is finally ready for release! Grimoire is an homage to the classic dungeon blobbers and is inspired by Wizardry, Might & Magic, Lands of Lore, Anvil of Dawn, DungeonMaster and the Eye of the Beholder games!

  • 600 hours of play possible in a single game
  • Lush Colorful 2D Hand Drawn Artwork
  • Retro style MIDI music and 8 bit sound effects
  • 244+ Maps in the game to explore!
  • Turn-Based strategic combat
  • Multiple Beginnings, Multiple Endings
  • 144 context sensitive magic spells
  • 14 races, 15 professions, 50 skills
  • 64 intelligent NPCs with 8000+ Words in Vocabulary
  • Full Sentence Communication with NPCs
  • 240+ monsters each with special powers and defenses
  • 1000+ items, Carry Containers, Global Party Inventory
  • 30 conditions, from Confusion to Disease & Lycanthropy
  • Automapping, Autowalking, Autohealing
  • Global Map Atlas With Position Marker
  • Quest Journal, Hint Prompting, Help Facility, Mini-Quests
  • Complex LockPicking Interfaces for Doors & Chests
  • Challenging Puzzles and Rich Interactive Dungeons
  • Browsable Character Library for up to 100 characters
  • Up to 12 Commented Postage Stamped Savegames
  • Multi-themed GUI and customizable screen layouts


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


Startrail HD - Version 0.82

by Hiddenx, 08:26

The Early Access version 0.82 for Startrail HD has been released:

Version 0.82

Hail to the twelve!

We have a large "stabilization update" for you this week, almost 90 changes should make your life in Aventuria more pleasant, especially in combat, where now among other things shields are represented and correctly taken into account and the NPCs now also switch weapons, or put the weapon away when they are encircled to continue fighting. In detail:


  • Some diseases now require a whole set of herbs for healing
  • The party is now visible in the prison scene in Lowangen
  • New scene "lonely tundra"
  • Fixed a problem when closing the merchant window
  • When moving items, the item will no longer hang on the portrait
  • The Jugglers Shirt is now also displayed on female characters
  • Fixed a problem where characters left behind could lead to corrupted savegames
  • Fixed a problem when camping the second time
  • Various consumables (eg weapon care utensils) are now consumed correctly again
  • The second visit to a market stand no longer releases the entire set of potentially available items
  • Item containers now show the correct icon
  • The functionality of "Keeping Guard" has been restored
  • The main menu difficulty window size has been increased
  • Unconscious and rehealed heroes will be displayed correctly again at the next camp
  • Hungry and thirsty heroes no longer help themselves to alchemy ingredients
  • Fixed a problem with item containers and items that were moved to characters other than the currently active character

Cities and Dungeons

  • The party is shown in the dungeon-campscreen
  • NPCs were persuaded to remain invisible when they are supposed to be
    Running in doors in the blood pinnacles now looks better
  • Running in doors in the cellar vault now looks better
  • Market stalls have been repaired
  • Fixed the runin animation in other existing dungeons
  • NPCs no longer slowly turn on the spot
  • A problem with the hostels in Lowangen has been corrected
  • The blood pinnacles trigger positions were revised
  • Special items no longer get lost in the chests of the blood pinnacles dungeon
  • Fixed a problem with "popping" grass in the swamp of the forgotten
  • Improved the water in Lowangen
  • Improved the Automap in Lowangen
  • The flying gallows in Lowangen is no longer flying
  • Other floating objects in Lowangen are now on the ground
  • Fixed some occlusion problems in Lowangen
  • Made the staircase at the Lowangen taverns easier to climb
  • Fixed another error on the socket puzzle of the cellar vault
  • Fixed a house without collision
  • Improved the palisades in Tjolmar
  • Prevented NPCs in Tjolmar passing through the walls and palisades
  • The torches in the first 3 levels of the Finsterkoppenbinge dungeon, which are inflamed by Ingerimms day work, now go out again after 12 hours
  • Trigger a chance to counter the fire sponge effect in the Finsterkoppenbinge every hour
  • Fixed the coordinates of the rear entrance of the blood pinnacles dungeon
  • Fixed some holes in the walls of the blood pinnacles dungeon
  • Thurazz only joins the party once
  • The Tairach priests rom no longer triggers multiple times
  • Empty chests in the blood pinnacles now trigger a corresponding hint


  • When resting on journeys, the console shows which modifiers the camp has
  • Fixed a save/load problem on the travel map after displaying scenes
  • Fixed a problem with the basilisk event
  • Limited the maximum regeneration bonus in nature camps
  • Fixed another problem with basilisk event


  • Crowbar, Pickaxe and Shovel can now be used as improvised weapons
  • There is now a spiderqueen battle avatar
  • All monster portals have been reworked
  • Fixed a problem with the end of combat mode
  • The initial position of the combat camera is now much more meaningful
  • Fixed the Gorger and Arkandor getting stuck
  • The loot window after the battle is no longer in "combat mode", so equipment can also be changed
  • Ogres were reduced to 2x2 squares and should now have fewer problems when filling battle arenas
  • Fixed drawing paths for enemies
  • Fixed enemy alignment in autobattle
  • Used up throwing weapons and lost weapons are correctly removed from the avatars hand
  • Alignment and looking direction was fixed for the heroes
  • The bow animation is chosen correctly when using a bow
  • Fixed various problems in auto battle with ranged fighters
  • NPCs are now using their shield correctly, if they have one
  • Corretly show a weapon switch
  • Fixed a few lighting problems in battle arenas
  • Enemies now cast their Ignifaxius with more than 1-6 damage
  • The action display is now correctly updated when the current weapon is switched
  • Some probabilities in battle were displayed too high or too low
  • Removed unnecessary messages when loading a battle
  • The dodging and not the parry value will now be correctly used for remote attack
  • Fixed the Ghul avatar getting stuck
  • Fixed shield bearers getting their dodge made more difficult for no reason
  • Equipped shields are now displayed in the battlearena
  • Correctly consider shields in calculating chances
  • Fixed a problem with the stagga beatle battle


  • There are now the new modifiers "evade" and "oppEvade" to change the evade value of current character or possible target
  • Monsters can now also be defined as being on the heroes side
  • Allow to determine the amount by which a check failed
  • Script changes update the inventory immediately
  • Building events are now correctly overwritten by mods

Startrail HD

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


Pathfinder Adventures - Release Day

by Hiddenx, 08:12

Obsidian releases Pathfinder Adventures today:

Pathfinder Adventures brings one of Paizo's most successful products, the Pathfinder Adventure Card Game, into the digital realm in an enhanced experience. Additionally, it emphasizes the characters, story, and world of Pathfinder's rich and diverse world.

Features players experience exclusively in the digital version include:

  • Reactive cutscenes featuring Pathfinder's iconic characters.
  • Explore towns, cities, dungeons, and landscapes of the Rise of the Runelords campaign maps for places like Sandpoint and Thistletop.
  • Beautifully enchanced and animated location backdrops.
  • Multiple Adventure profiles so players can experience the campaign using every character.
  • Play through a tutorial that distills the rulebook down into a small mini-adventure.

Pathfinder Adventures

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


City of the Shroud - Coming to Denver Comic Con

by Hiddenx, 08:07

City of the Shroud will be presented at the Denver Comic Con:

Denver Comic Con and Making Art Assets

Hi Everyone,  

We’re taking City of the Shroud to Denver Comic Con! The show runs from June 30 - July 2 at the Colorado Convention Center, and we’ll be there in style. This is a big deal for us, as it’s our first chance to take the game to a show in the US - and it’s a big one!

Why Denver Comic Con? I’m currently in the middle of that international move I mentioned back in November, which has taken me to my hometown for a few weeks (pro tip: moving internationally is really, really hard). This layover conveniently lines up with the Denver Comic Con dates, and the fine folks at Bolder Games were kind enough to reach out and ask if we wanted to join in. Who are we to refuse showing at Comic Con?!    

If you’re planning on going, please come say hi! We know some backers are planning on coming down, and we can’t wait to meet new people and be able to show them the game in person!  

As for the game itself, we had a few production hiccups over the last couple of months that I wanted to share and thought might be illuminating for those of you interested in game production. Since we’re making most of the artwork by working with people external to the main team, there’s always a risk of delays or problems, and although we’ve had great luck thus far, this time around there were a few stumbling blocks.  

City of the Shroud uses a “hand-painted” style, which means that making the textures (the 2D images that get stretched over the 3D models) for the game generally requires artists to manually paint them, usually in Photoshop (it’s fairly uncommon to find teams procedurally generating a hand-painted style, but we’re helping pioneer that too!). Generally, this hasn’t been an issue - the people we’ve had the good fortune of working with have handled the style deftly. 

Early in the spring, though, we ended up needing to work with a team of artists we hadn’t worked with before for some of our assets due to scheduling conflicts. Everything started out smoothly, but the style of the game quickly became difficult for them to achieve at scale (it’s one thing to paint a single asset; it’s another to paint dozens), and this slowed production down considerably. In AAA, this is when a company would throw money and bodies at an issue to resolve it (I’ve been on the front lines of that process a few times), but we have neither spare cash or people to do this, and besides, we wanted to be patient and work through everything until we could all achieve something we were happy with.   


City of the Shroud

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


Hero-U - Kickstarter Update

by Hiddenx, 07:57

The Hero-U devs are coming closer to the alpha phase:

Sprinting Towards Alpha Testing

"Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" - The Red Queen in "Through the Looking Glass" by Lewis Carroll

Twice as Fast

We’re going through the “final” push towards outside alpha testing of Hero-U: Rogue to Redemption. I put “final” in quotes because this will be the first of several sprints towards releasing the game we’ve been working on for almost five years.

It’s hard to convey the thousands of things that go into a game. Small details make the game feel alive. Here are some of the non-game things we need to get in before we can start outside testing:

  • “Branding” the game as pre-release so people know it isn’t the final version
  • Choosing “first test” players out of our 750 qualified alpha testers
  • Adding bug & feature request reporting to the game
  • Setting up a QA/test database for tracking reports
  • “Triage” on reports to eliminate duplicates, already-fixed, and low priority items
  • Regression testing system to avoid breaking features while fixing bugs
  • Internal testing to make sure we don’t ship a broken alpha test


Once we have all of those elements in place (soon!), I will send a survey to backers who chose a reward that includes Alpha Testing. We will accept a small number to do the first outside tests and help us shake down the reporting system. The second alpha will go out to a larger number, and the full alpha version will be made available to everyone at that level. (Don’t worry - if you want to wait for the complete, polished game, just don’t download any Alpha or Beta version.)

The first tests will be solely in the Hero-U castle. Once we have some feedback and improvements to the castle, we will expand the test to include combat areas - the wine cellar, sea caves, catacombs, and finally the dungeon. These areas combine elements of adventure and role-playing gaming as in our Quest for Glory games.

With Hero-U coming down to the wire. Here’s what we’ve all been working on:

  • Al - new animation for Shawn and certain monsters
  • Charles - improving room behavior, fixing scripting issues
  • Cidney - Helping us with UI issues and testing
  • Corey - administration, achievements, and Shawn’s “task list”
  • Graham - cleaning up some rooms
  • Ian - improving the character sheet, journal and inventory screens
  • John Paul - showing Shawn’s status visually
  • Josh M. - text for examining and using things Shawn finds
  • Joshua S. - throwing items in combat, general problem-solving
  • Judy - Composer improvements, helping find errors
  • Lori - final dialogue, such as dealing with the Dire Rat Queen

A Torturous Process

Recently heard in a Hero-U team meeting, “I’m currently working in the torture chamber and having fun with it.” And Josh wasn’t even joshing. Yes, there is a “dungeon”, complete with torture chamber, left over from some former residents of the castle. This plays an important part in the “meta story”, the background behind game events, that makes it possible for us to plan a multi-game Hero-U series.



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


Wednesday - June 14, 2017

Stygian - Kickstarter Update

by Hiddenx, 18:51

Kickstarter update #23 for Stygian explains the rest system:

Rest Activities or How I Learned Getting Ready for the Dark Times Ahead

Greetings fellow Cultists of the Dreaming Sheikh!

In this update, we'd like to share some detailed information about our Rest System. As you probably know, resting in Stygian is not a just a mere tool for refilling your depleted stats in the blink of an eye but a defined side system of preparation, risk assessment and research. We, the folk at Cultic Games tend to do all these before going to sleep, don't you too?

First things first! Let's have a look at our Rest Screen:




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


Depth of Extinction - First Access available

by Hiddenx, 18:44

A limited quantity of Depth of Extinction games is now available:

This First Access game is being sold only in limited quantities. If you are unable to purchase, please sign up for our mailing list to be notified when more copies are available.

Depth of Extinction is a retro style, turn based tactics game with roguelike and RPG elements. 500 years after the waters rose, humanity is dying and only your team of mercs can find out what is trying to bring mankind to extinction. Find cover and attack enemies but be careful because every move is critical if you want to keep your team alive. 

Customize your character with upgrades, skills and weapons as you explore many different environments rendered in beautiful pixel art in this procedurally generated tactical RPG.


  • Turn based, tactical control of a squad of mercenary pirates
  • Procedurally generated undersea habitats to explore
  • Tons of weapons, armor and items to find
  • Many character skills to unlock based on stats and chosen class
  • Recruit unique characters to your team
  • Perma-Death!
  • Mission based gameplay
  • 15+ different enemy types, each with unique AI and attack patterns
  • Beautiful pixel art environments where everything is destructible

Depth of Extinction

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


Assassin's Creed Origins - Gameplay and Information

by Hiddenx, 18:36

Farflame has collected information about Assassin's Creed Origins:

Xbox One X Combat & Quest Exploration Gameplay in 4K - E3 2017


E3 2017 Mysteries of Egypt Trailer | Ubisoft [US]


More info:

PCGamesN: Skill trees

PCGamesN: Multiple playable characters

Way Too Many Games: How to improve the Assassin's Creed series

Assassin's Creed Origins

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


Vampyr - Gameplay Tour

by Hiddenx, 18:28

Here's new gameplay video for Vampyr:

Vampyr PS4 Gameplay Tour | E3 2017


Developer Dontnod shows off the story, combat, and difficult choices players will make in Vampyr - a dark action RPG on PS4. Take up the cloak and curse of Dr. Jonathan Reid, a man sworn to save the sick yet still forced to hunt for survival. As a vampire, Reid must balance his supernatural urges with his oath. See the game for yourself in this extended gameplay demo, complete with developer narration.

Thanks Farflame!


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


Middle-earth: Shadow of War - All Trailers

by Hiddenx, 18:23

PCGamesN has compiled all trailers for Middle-earth: Shadow of War.

Thank you for the info, Farflame!

Shadow of War

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


Anthem - Official Gameplay Reveal

by Hiddenx, 18:19

Farflame spotted the official gameplay reveal video for Bioware's new game Anthem:

Anthem Official Gameplay Reveal


In Anthem™, a new shared-world action-RPG from EA's BioWare studio, team up with friends as Freelancers—the bold few with the courage to leave civilization behind and explore a landscape of primeval beauty.

PCGamesN summed up all known info about Anthem.


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


Ashen - Due 2018

by Silver, 03:34

@PCGamer Ashen is an action RPG about a wanderer in search of a place to call home. The game is due to release 2018 on Steam.


According to its site, Ashen is an open-world, non-linear game with "high risk combat" and "passive" multiplayer. "People you meet out in the world are players with their own agendas," the site says. "It will be up to you to decide how to deal with them."

General News

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


Tuesday - June 13, 2017

Tyranny - DLC Tales from the Tiers released

by Hiddenx, 20:03

The new DLC Tales from the Tiers for Tyranny is now available:

Tyranny - Tales from the Tiers

Experience a swath of untold stories from the world of Tyranny, in Tales from the Tiers! This new Event Pack for the critically acclaimed role-playing game (RPG) from Obsidian Entertainment showcases new details and aspects of life within Kyros' empire. Rebels, merchants, servants of Kyros, and more -- all live in the hazardous, war-torn Tiers, and one never knows whom one may meet on the road. New random encounter events, new quests, and new interactions with Tyranny's iconic cast of characters all feature in Tales from the Tiers, meaning players can experience more depth, more story, and more evil than ever.

Alongside Tales from the Tiers Paradox is proud to announce a free update for all Tyranny owners, which includes more ways for players to explore the game's many events and outcomes.

Features of Tales from the Tiers:

New Travel Events:

Random encounters while traveling may lead to new quests, or new events focused on companions and new NPCs

Expanded Story:

Interaction with the denizens of the Tiers let players explore more of the world of Tyranny and its inhabitants

More Replay Options:

A free patch adds New-Game-Plus mode and character re-spec options for an easier way to explore other plotlines


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