Solasta: Crown of the Magister
Solasta: Crown of the Magister Review
Forgottenlor had a look at Solasta: Crown of the Magister, spotted some shortcomings, but still enjoyed the game quite a bit
» Continue reading the article...
Farflame reached out to Rat Tower Software to talk about their game Monomyth, currently being Kickstarted
» Read the article
Some other action genre
You forgot this one..
Forum WatchBioSynth: Rising - Turn-based Sci-fi RPG by Couchpotato
What are you reading ? by khaight
Pathfinder: Wrath of the Righteous - Tips & Tricks & Help by Nereida
The ever-popular "Currently Listening" thread by Arhu
Prometheus Wept: The new turn based RPG from the developer of Vigilantes by Timeslip
Tuesday - September 14, 2021
Pathfinder: Wrath of the Righteous - Patch 1.0.3c
Another big patch was released today for Pathfinder: Wrath of the Righteous.
PF: WotR: patch 1.0.3c
- In chapter 5 don’t skip the scene of getting a Mythic level, it may break the game;
- Re-training your character will break late-game Mythic Paths, such as Legend, Gold Dragon, Swarm-that-Walks, a secret path;
- Sometimes opening a UI that pauses the game, such as level up screen, may pause the game even after. Workaround: open and close the inventory if it happens;
- Characters on a secret mythic path, who have already taken mythic ranks in it, won't be able to get mythic feats or abilities from previous mythic ranks of that mythic path.
- Deep-Rooted Derangement could break if you skipped the cut-scene which started it - fixed;
- Fixed the infinite XP gain in the dialogue with Thaberdine;
- The second dialogue with Nulkineth could start more than once - fixed;
- The logic in the dialogue with Toil in Ember's quest in chapter 5 has been fixed;
- The logic in the dialogue with Melies in chapter 5 has been fixed;
- A romantic event with Galfrey from the 3rd chapter could start in chapter 5 - fixed;
- Fixed inability to complete the Grudges to Settle quest if you kill Chivarro before talking to Herrax;
- Sometimes Arueshalae refused to talk even after leaving the prison - fixed;
- Anevia in chapter 5 now properly recognizes whether the player remained the Commander in chapter 3 or not;
- A cutscene at the end of Death's Embrace sometimes didn’t start - fixed;
- Fixed an error that could give a wrong objective related to the Prisoner of the Abyss quest after talking to Sosiel;
- A cut-scene with Azata’s Free Crusaders could freeze in Midnight Fane - fixed;
- Sometimes Days of Strife wouldn’t fail after finishing chapter 1;
- From a Dead Woman's Hands: in some cases, it was impossible to call Sosiel to talk with Paralictor Aminos Renth in Drezen - fixed;
- A Conversation with Halaseliax sometimes didn’t start after Dragon's Awakening - fixed;
- Above the Clouds: it was possible to get an objective to speak to Desnans about music too early. Fixed. If you already got the objective, just wait until the time is right for this dialogue to trigger;
- In some cases after Azata’s battle at Flesh Markets, a conversation with Rhamisa wouldn’t start - fixed;
- A cut-scene with Rhamisa could trigger twice if you went into her hideout again - fixed;
- A romantic scene with Galfrey didn’t start before Midnight Fane - fixed;
- Dragon's Awakening: Halaseliax could stay in Drezen while he was supposed to leave for Kenabres - fixed;
- Fighting against your previous companions on some difficulties resulted in their resurrection after a fight - fixed;
- In chapter 1, if, after scouting the Tower of Estrod, you failed to report to Irabeth before the attack on the tavern started, this objective wouldn’t be completed - fixed. You will receive another objective;
- Fixed replies in the dialogue with Nocticula during Demon’s quest in chapter 5.
Tales of Arise - Review @ Fextralife
Fextralife reviews Tales of Arise.
Tales of Arise Review: Is the Hype Worth It? Should You Play it? Gameplay Impressions In this Tales of Arise Review, we’re going to be taking a look at the 17th main entry to the Tales series and what this Action-RPG has to offer. Tales of Arise is a part of the popular JRPG series of games that follows up the previous title Tales of Berseria. This is not a sequel or continuation so you don’t have to worry about not having played any of the other Tales titles when it comes to story, but you will find some familiarity in the gameplay systems if you have.loading...
Valheim - Hearth & Home: Fireside Chat
Josefin Berntsson (assistant CM at Iron Gate), Richard Svensson (founder and lead designer) and Robin Eyre (generalist artist) discuss around a cozy fire about Hearth & Home, which will be released for Valheim on September 16th.
Valheim Hearth & Home: Fireside Chat
Come closer and gather ‘round the fire as we sit down and have a chat about Valheim, development and Hearth & Home. Maybe some of your most burning questions will be answered?loading...
Release: In development
Return to Nangrim - First Person Dwarf RPG
Return to Nangrim is described as a dark first-person fantasy adventure with survival and RPG elements. There is a demo available on the Steam page.
Cold winds howl through the abandoned caverns of Nangrim. This forsaken place holds nothing good for those who dare to pass. Now you must survive down in the depths of this ancient dwarven mountain city, and discover the fate of the Stonebeards in their last days.
Return to Nangrim is a dark first-person fantasy adventure with survival and RPG elements embedded in an epic dwarven lore. Go on an adventure and unveil the mysteries and legends woven around the Stonebeards, the once glorious and powerful dwarven family living in the northern Nimbor Mountains. The fabled world of Nangrim awaits you.
- Explore epic locations and unveil their secrets. Collect, combine and craft items, and interact with the environment to progress.
- Find and forge weapons to defend against the dangers that lurk in the dark. Not all creatures have left the mountain fortress.
- Become a master blacksmith. Learn to forge like the dwarves of old.
- Your torch is essential: it is not only a flame to light your way but also your primary weapon of defense; keep it close when the darkness closes in.
- Hammer or axe? Both are unmerciful tools against the evil forces. Forge and upgrade them to unlock their full potential.
- Use Hilduir, the runic language of the dwarves, to piece together the story, puzzles, and culture of this long-forgotten nation.
- Procedural elements guarantee a different gaming experience for every player.
- Experience deep and extensive fantasy lore with tons of side contents, collectibles, and hidden items.
Gamedec - Animating a Character
Anshar Studios posted a new dev diary, in which animation lead Mateusz Cios explains the magic of animating characters in Gamedec.
Dev-Diary: Animating a character in Gamedec with Mateusz Cios
Hi, my name is Matthew, and I am an animation lead at Anshar Studios. Today, I will show you the process behind creating a character as a fully animated final piece.
Before we start bringing our carefully crafted 3D character to life, we need to make it possible for it to move. Like an actual human, it will need some kind of skeleton. The process is a bit time-consuming and tedious because every mistake made here will affect our future work with the animation. Skeletal systems in 3d software are most often created using the hierarchy of joints, which visually look pretty similar to an actual human skeleton. We have to make sure that the joints are placed in anatomically correct places. We have to check if the joint orientation reflects the rotation that we want to work with. For anatomical correctness, of course, this rule can be bent while working on some kind of a stylized character, monster, or really anything else more cartoonish. Still, for a realistic character, it's more like a rule of thumb.
Elmarion: the Lost Temple - In Early Access & Demo Available
Elmarion: the Lost Temple is described as a first-person party based RPG. There is a demo available from the Steam page and the game is currently in Early Access.
"Elmarion: the Lost Temple" is a real-time party-based first-person RPG in the spirit of games like Might and Magic, Wizardry, Legend of Grimrock, Diablo.The player controls a squad of 4 brave adventurers.
Each hero can be one of 8 different classes: knight, archer, fire mage, ice mage, air mage, nature mage, cleric, necromancer.
During the game, the squad explores the dungeons and clears them of monsters using a combination of different abilities of each hero.
Each class of heroes has 10 unique skills. Thus, there are 80 different skills available in the game that you can try on your enemies!
Items and Equipment: Dungeons contain many great magic weapons and armor. Try them on the heroes.
Excess items can be sold in the "village" from a merchant and with the proceeds to buy valuable potions, scrolls, armor. To quickly move to the village, the game provides portals.
The game consists of one safe village and several dungeons: main, fire, ice, air, natural and some others.
The king of one of the kingdoms learned about an ancient powerful artifact hidden in an abandoned temple, and sent a detachment of brave adventurers after him, promising them a generous reward for this.Purpose of the game: to get this ancient powerful artifact.
Monday - September 13, 2021
Solasta - Wishing Well Update - Taking a Look
Tactical Adventures shares the main themes of the submissions they have received about the 2 new subclasses. They also announce that the vinyl disks have been sent and should be received shortly by physical-tier backers.
Wishing Well Update - Taking a look at the submissions!
It's been a bit more than a week since the Wishing Well Event ended, and we received so many submissions that we're still going through them all! No I mean seriously, we have several thousands of class features to read through, so that's going to take some time. In any case, thank you so much for your participation - we're super happy about how many of you took the time to send us your awesome ideas. But we aren't about to keep everything for ourselves! Today, we'll be presenting the main themes behind the subclass designs we received.
Mighty warriors driven by their rage, overpowering their enemy through pure physical prowess and innate combat senses where Fighters shine through training and skills. You could draw similitudes to what Sorcerers are to Wizards: it's in their blood.
Druids are full on spellcasters who trade the ability to wear metal and to shoo spooky skeletons away with the ability to turn into animals - and large ones at that.
How will I know if my submission is selected?
Before releasing the DLC (date not yet revealed), we will announce which ideas we selected (and some personal favorites as well) in a news post just like this one – and the name or nickname you put in the Google Form will also be added to the in-game credits as Community Designer.
The Vinyl Disks are starting to arrive!
Some of you in France may have already received theirs! For all the others, our audio partner G4F gave us the following estimates:
- France: About a week
- Europe: 2-3 weeks, maybe more depending on the country
- USA: Around a month
- Others: 1-2 months
Black GeyserSP/MP: Single-player
Release: In development
ATOM RPG: Trudograd - Release Day
Today ATOM RPG: Trudograd will be released:
ATOM RPG: Trudograd
Please note: Since Trudograd continues the story of Atom RPG it is recommended to play the previous title before the sequel.
Trudograd is a stand-alone story expansion to Atom RPG - a turn-based roleplaying game set in post-apocalyptic Soviet Union.
It is inspired by classic cRPG titles of the past, such as early Fallout, Wasteland and Baldur’s Gate series.
22 years ago the USSR and the Western Bloc destroyed each other in a nuclear inferno. Millions died instantly, society collapsed and technology was sent back into the Middle Ages. You are a member of ATOM – an organization tasked with protecting the post-apocalyptic remnants of humanity.
Two years ago you – a rookie agent of ATOM – were sent on a dangerous mission into the Soviet Wastes. As a result, you uncovered certain information about a new threat that can potentially destroy the struggling remnants of humanity.
In Atom RPG: Trudograd your goal is to travel to a giant post-apocalyptic metropolis that withstood the tests of nuclear obliteration and social collapse. There you must find what is thought to be humanity’s last hope in fending off the menace from outer space!
- A large city with its own lore and dozens of varying locations to fight, trade, talk and explore in;
- A hardcore turn-based experience with huge amounts of character development paths, combat styles, skills, perks and distinctions;
- Unique characters each with their own personality and a robust branching dialogue;
- Multiple-solution quests, which actively change the city around you;
- Ability to transfer your hero from our previous game (Atom RPG);
- An easy game to pick up. While Trudograd is a continuation of the first game’s plot, it is also friendly towards new players, and will quickly fill you in on the lore and major developments you might have missed;
- A result of a two year long community effort, made by players for players. This game encompasses a lot of changes from our previous title, that were inspired by user feedback.
ATOM RPG: TrudogradSP/MP: Single-player
NEO: The World Ends with You - Review
RPGamer reviews NEO: The World Ends with You. This action-RPG is currently available on PS4 / Switch, and will be availabe on Epic Game Store for PC this summer 2021.
Take a Bow to the Moon
It took thirteen years, but Square Enix’s urban fantasy RPG The World Ends with You finally received its much deserved follow-up. NEO: The World Ends with You is almost exactly what one would hope for in a follow-up, and Square Enix and h.a.n.d. have done a fine job transposing the distinct gameplay of the original onto modern systems. Though there are a few weaker elements, primarily combat, they’re overridden by the audiovisual style and another engrossing tale and cast.
It first bears noting that though NEO: The World Ends with You brings in new protagonists and other major characters, it’s very much a sequel and it’s recommended that players are familiar with the events of The World Ends with You. Taking place three years after the first game, NEO’s main protagonist is high school student Rindo Kanade, who — along with his friend Tosai “Fret” Furesawa — is drawn into a new edition of the Reaper’s Game. This is a week-long competition for those who have recently died and takes place in a plane called the Underground, which semi-interacts with the real world and is home to Noise, hostile manifestations of negative emotions. Those who lose the Game are erased, while the winners get their wish granted.
This year has already been a strong one for RPGs, and NEO: The World Ends with You just adds to that case. The opportunity to return to Square Enix’s take on Shibuya has been far too long coming, but now that it’s here, it’s immensely pleasing to say that NEO: The Worlds Ends with You does everything I was hoping. Despite some repetitive combat, the rest of the experience more than makes up for it, with the narrative, audio, and visuals combining excellently to make the game enthralling for the length of its forty-plus-hour runtime.
Gamedec - Aspects and Professions
Anshar Studios has posted two short teasers in their Gamedec Mechanics Onboarding series, on "aspects" and professions.
Welcome to the pre-release Gamedec Mechanics Onboarding!
In this series, we will explain the basic mechanics in Gamedec, the upcoming isometric, cyberpunk RPG.
Next in line are aspects - think of them as a virtual currency used to buy professions. You can get them by interacting with the environment and talking to many NPCs.loading...
It's time for Professions - you can unlock them using various aspects collected through gameplay. They give you even more options to interact with the environment and NPCs. They define who you really are.loading...
Sunday - September 12, 2021
Pathfinder: Wrath of the Righteous - Companion Build Guides
You can automate the build process of the companions in Pathfinder: Wrath of the Righteous, or you can do it manually and tune them to optimize your party and better fit your own character. You can even respec them if you wish, by finding the right NPC to train them.
Fextralife has a long experience in build guides, they are releasing a series on the companions, among other class build guides for this game.
The complete list can be found via this link, don't miss the timestamps in the show notes.
Saturday - September 11, 2021
Xenonauts 2 - Latest Updates
This month, the team's been hard at work on Closed Beta V21 which is planned to release this week.
UI / UX
The biggest new feature in V21 is that we've implemented the final visual style for the Main Menu / Game Settings screen, and all the related sub-panels (Settings, Load Game, Save Game, etc). We've been working on this new UI style for quite some time now, and it's nice to finally be able to put it in the game - but there's also been a lot of time and effort spent on improving the usability and general polish of the screen. This includes everything from adding support for mass-deletion of save games to adding new UI sounds. Overall, it's a much more slick and stylish experience and it should make a much better first impression when you first boot up the game. We'll continue to roll this new UI style out to other parts of the game as development continues.
Meet the Cleaners
We've also worked on a number of things that haven't really made it into V21, but will be arriving in the next Closed Beta build. We've updated the early game so the war against the aliens starts a couple of months in, and you begin the campaign fighting the infiltrator faction called the Cleaners who are intent on suppressing knowledge of the alien invasion. Because the Cleaners are spread across the planet and have numerical superiority over the Xenonauts, this allows us to have mission objectives that don't make sense when you are fighting the aliens. For example, wave survival maps, VIP escort / assassination missions, extraction missions, objective capture, etc. Some of these should arrive in V22 and make the early game a bit more varied and exciting!
More work has also been done on the visual side of things. The updated Xenonaut models aren't quite ready to go in the game yet but should be fine for V22, and we're now working on modelling up a series of hairstyles for them so your units are more varied and easily recognisable. Work also continues on the tactical combat environments. The final visual pass on the Western Town tiles is now mostly complete (one of the biggest environments due to the number of different buildings in it) and we'll put them in V22, after which we'll move onto some of the other environments that need some visual upgrades.
There's also been some work on wall destructibility, as once a tile is visually finished we can do the final destructibility setup on it and then put it in the game as a finished asset. The wall "frill" system is designed to ensure destroyed walls have a natural-looking irregular edge (rather than the perfectly straight-edged hole you get if you just remove the wall). However, we also don't want these "frills" floating in the air if there's no adjacent wall for them to attach to, so we needed to do some work detecting whether there was a suitable wall on either side and only placing the frills if so. In any case, the important thing is that our destruction system should now be finished, which allows us to start doing the final destruction states on all of our finished assets.
We also implemented a couple of smaller elements this month too - difficulty settings are now complete, and there's a number of options we have to customise difficulty. This hasn't yet been finalised, as obviously the main campaign still requires some significant balance work.
The other new system is directional sound, which is intended mostly to allow us to play sounds when certain things are on screen (fire noises, the noise of engines running on vehicles, etc). Again, this is just useful for making the game feel a bit more alive.
Finally, we've made a start on the soldier dialogue / barks system. This is a simple system that generates (non-interactive) text dialogue from your soldiers based on things that happen on the battlefield. As a basic example, a soldier might say "I'm hit!" if they are shot by an alien. We're hoping to implement that in its basic form next month with some test dialogue to see if it's a good addition to the game (there's potential for it to be annoying if we get it wrong), and we'll spend some time making it as varied and natural as possible. We're hopeful that this system is going to make the combat feel a lot more reactive to your actions, but we won't know for certain until we've had a chance to test it!
We're aware that many of you who were not part of the original Kickstarter still want to jump into the beta - we were looking at doing this earlier but the excellent level of feedback we continue to receive from existing players, and the state of the game currently, mean that we haven't found the right timing for this so far.
However, we are still looking for opportunities to add more players to the beta. There's still a significant amount of balancing and gameplay work to be done in order to get the game to a point where that wider feedback will be useful, so please do continue to bear with us - thanks again for your patience on this so far.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us the forums or the Steam community if you have any questions.
Xenonauts 2SP/MP: Single-player
Release: In development
Dolmen - Gameplay Trailer
A new gameplay trailer for Dolmen.
In Dolmen you will grow stronger with each battle! Check out the first official gameplay trailer and experience a rich combat system with various weapons and moves at your disposal.
Dolmen is a terrifying new action RPG that combines futuristic Sci-Fi and Cosmic Horror elements. Dolmen casts players onto a hostile alien world known as Revion Prime. Your job? Bring back samples of a crystal with particularly unique properties; the so-called "Dolmen". These crystals are capable of allowing interaction between realities, revolutionizing space exploration and changing the known world forever.
Surviving is the last thing this world wants you to do. Will you see your timeline erased or will you overcome the challenge that awaits you?
Dolmen is coming to PC, PlayStation 4, PlayStation 5, Xbox One and Xbox Series S|X in 2022.
DolmenSP/MP: Single + MP
Release: In development
Monomyth - Save System Updated
Rat Tower Software have updated the save system for Monomyth according to the latest Kickstarter update.
Hi, dungeon-crawling fans!
If you backed the project at the "Lysandrian Guard" level or higher, you should have received an e-mail with instructions to claim your access to the "Inner Sanctum" Discord channel. This channel will contain frequent updates on the development status of the game, news on the closed beta build, general coordination between high-tier backers, and more. In case you haven't received your e-mail, please do not hesitate to contact me (email@example.com). Please also check your spam folder.
The last three days I spent implementing free saving & loading, a much-requested feature during the Kickstarter. In future versions of Monomyth, you will be able to save and load freely at any point in the game. I decided to implement this feature because Monomyth, much like its inspirations, is a game that invites players to experiment with spells, items, and NPCs. Permanent consequences may prove counterintuitive in this regard. The shrines that were originally used for saving are still intact with all of their functionality, however, they save in the autosave slot.
As a side note: Today starts the content/level creation phase, so from now on, no new features will be implemented until the end of the year, unless they are directly related to level design or improvements/fixes of existing features.
Thank you all again for your great support!
Release: In development
ELEX 2 - Interview @Gamingbolt
Gamingbolt interviewed Piranha Bytes about ELEX 2 and asked about side quests, choices, combat, and more.
The first ELEX is definitely a bit of a cult classic, in that even though the game had some issues, there are a lot of people who enjoyed it thoroughly. With ELEX 2, what are the biggest ways you’ve looked to improve upon the first game. At the same time, what aspects of the first game did you decide to bring over as is, or with minimal changes?
The ability to fly is the new feature, everyone will notice. And the increased flying possibilities have a strong impact on the game world – as in ELEX 2 the whole world is simulated, we had to make sure, even if the players are reaching areas where they are not supposed to be (yet), the world and the people in it react to that in a believable way. Also directly tied to this feature is the aerial combat. This includes melee and range combat in the air and of course it comes with specifically designed enemies. Although this will only become available while you play and not from the very beginning, flying will become an important part of your adventures in ELEX 2.
We’ve seen that there is no need to make the world bigger than it was in ELEX but to put even more interesting stuff into it, to increase the density of content. Also, we’ve improved the pacing. There is now a well-guided central thread you can follow to experience the storyline for those players who asked for more guidance and who want to follow the main story. On the other hand, we still only offer it – the players don’t have to follow it but can still wander around Magalan and explore the world as they like. Another learning was to offer more and more detailed difficulty settings, to make all players able to play the game as they like it best. ELEX 2 will be a typical Piranha Bytes game.
What can players expect from ELEX 2’s side quests? Will they tie into the main story in significant ways?
We have more characters in the game, we have more dialogues, more quests and overall more content – but all in a game world of similar size. The players will have the feeling that there is much more to do, just because there is indeed much more to do. We’ve doubled the number of companion quests and yes, this has some impact on the main story – especially, what faction you join, what companions you choose etc. – but of course the main story arc will happen in the main story quests.
ELEX 2SP/MP: Single-player
Release: In development
The Dawning Clocks Of Time - Released
The RPG The Dawning Clocks Of Time has been released:
THE DAWNING CLOCKS OF TIME
A CLASSIC STORY OF WAR, LOVE AND BETRAYAL ON A INTERGALACTIC SCALE
Meet Sven, a bounty hunter from the planet of Io, who has the power to dilate time and space with the use of a incredible relic, the Dawning Rune. Capable of shooting the user through spacetime itself, the Dawning Rune was able to go back in time to Maine, Massachusetts where Sven's story is only just beginning.
The Clocks of Time were set long ago, and they will not wait. Can you stop them before it's too late?
- Turn-based active time RPG with dynamic 2.5D and Isometric views and stunning pre-rendered cinematics and backgrounds
- Powerful character progression through the RELIC GRID
- Open-ended gameplay with story progression, play through the novel of the works of Jake Stephen Jackson
- Action elements and noir style cinematic presentation
- A huge galaxy and unique planets to explore, battling tough foes with excellent stragetic decisions and side-quests
- Multiple endings and excellent replay value
- An episodic expansion of both storyline and new areas and planets to explore.
- Epic musical score with tracks that will draw you into the worlds of the Dawning Clocks of Time and will stay with you forever.
The Dawning Clocks Of TimeSP/MP: Single-player
Fallout: NVSP/MP: Single-player
Platform: PC, Xbox 360, PS3
Friday - September 10, 2021
Pathfinder: Wrath of the Righteous - Review @ TechRaptor
TechRaptor has reviewed Pathfinder: Wrath of the Righteous:
Pathfinder: Wrath of the Righteous Review
Pathfinder as a tabletop roleplaying game is an odd beast, as publisher Paizo went for a 3.5-styled, heavy crunch kitchen sink approach to their system. For well over a decade it has been a major fixture of tabletop gaming, and it was a treat to finally see a video game version a few years back with Kingmaker. Now though, developer Owlcat Games puts out all the stops with their second Pathfinder title, Wrath of the Righteous.
In a lot of ways, Wrath of the Righteous is as ambitious as you get in the genre; it’s an epic tale with a cinematic flair we rarely see in the world of isometric RPGs. It adds more to its systems, despite the amount of bloat it can carry. It ups the production values ten-fold and adds more new mechanics that it possibly can hold. And it is, without a doubt, the best isometric RPG to come out since Planescape: Torment.
Forspoken - New Trailer, Storywriters Revealed
Forspoken Trailer Shows Off Incredible Magical Abilities, Sets Up the Story
During the Playstation Showcase 2021 event, Square Enix debuts a new trailer for its fantasy action-adventure game Forspoken.
Sony's September PlayStation Showcase event revealed a variety of announcements, as well as new looks at highly anticipated upcoming projects like Square Enix's Forspoken. Forspoken was first unveiled in March, earlier this year. The fantasy action game provoked many more questions than it answered, but it seems Square Enix is now ready to start answering some of those questions. The big one is that Forspoken is now confirmed for a spring 2022 release.
Forspoken Features Writers From Star Wars Rogue One and Uncharted
Forspoken has four prominent writers putting the game's story together, two of whom have written familiar epic stories in the past.
Further backing up this writing team is Gary Whitta, famous for several book and film writing credits. Foremost among these is Star Wars: Rogue One, one of the most successful standalone Star Wars films to date. More importantly, it contains the blend of magic and real world solidity that Forspoken is showing off, playing up the mystical nature of the Force and ensuring the story's pacing remains urgent and on point throughout. Hopefully Forspoken will continue to showcasing his strengths as a writer.
Release: In development
Gamedec - Gamedec Mechanics Onboarding
Gamedec Mechanics Onboarding - Character Creation
Welcome to the pre-release Gamedec Mechanics Onboarding! In this series, we will explain the basic mechanics in Gamedec, the upcoming isometric, cyberpunk RPG.
Let's start with character creation - a flexible process that helps you define your primary archetype and origin. During the game, you will shape your character even further with interactions and the Professions you will choose.loading...
Gamedec Mechanics Onboarding - Deduction
It's time for Deduction - our main game mechanics that will define what you think has happened and what clue to investigate further. There is no coming back, so make sure to take everything you can into consideration.loading...
The Waylanders - Romancing
Romancing is going to be a thing in The Waylanders, which is scheduled to be released on November 16th.
Fresh off the announcement of The Waylanders' Launch date, Gato Salvaje Studio is releasing the last of their planned Summer updates for their Celtic real-time with pause RPG.
A Coruña, Spain — September 1, 2021 — Romance has come to The Waylanders! The RPG community has demanded their favorite characters be DTF (Down to... Formation?) and with this update, players can now choose to pursue one of ten different romances with ten of the characters who appear through the game.
Will you get horizontal with the himbo Heraklios? Be seduced by the golden tongued Nazhedja? Or dance on the edge of Mal's sharp wit and sharper knives? Amergin, Berath, Delba, Heraklios, Brigg, Khaldun, Mal, Nazhedja, Lugaid, and Tiana can now be pursued romantically in The Waylanders.
These relationships range from fun flings to serious relationships to less physical connections and everything in between. Of course Early Access players will only be able to see the Act 1 portion of each romance, with more content coming after the game launches with the Medieval era included. Find out this November just how a romance in the past blooms into something new a thousand years in the future.
Along with the added romances, the Gato Salvaje team is adding more than 60 achievements, 50+ new 50 new weapons and armor, and additional lore entries in the codex for characters, locations, story, and more. The update will also include bug fixes for community reported issues and general polish improvements throughout the game.
The WaylandersSP/MP: Single-player
Release: In development
Unsung Story - Updates
There have been a few updates for Unsung Story in the last few months. There was an update in August touching upon character classes, story and cut-scenes.
As feedback on the Chapter 1 build and our internal audits both showed, our current classes needed an overhaul to ensure that each has a unique identity, offers emergent gameplay when combined with other classes, and are ultimately fun to use. With that in mind, our design team has continued to refine the class system.
Our initial thought was that we would tackle classes the same way we plan to release the story—chapter by chapter. This proved to be flawed because it prevented us from looking at the classes wholistically and building those critical synergies that make for an amazing tactical experience. For that reason, in addition to improving our existing designs, the design team has been making a spreadsheet that breaks down each of our classes by type, shared mechanics, and points of synergy across the entire game.
Taking the time to do this work up front gives us the following benefits:
• It allows for improved level design. By building out all of our class details, we can ensure that there are interesting synergies and challenges every time you engage in combat.
• It allows us to more easily tune our power curves for challenge and complexity.
• It allows us to make sure the emergent gameplay elements we are targeting play well across many classes throughout the game instead of just with those that appear at the same time as the given class.
Unfortunately, as critical as this work is, it is not easy to show the work in progress. There’s a lot of back and forth at the office as the team works through all the different elements they have to keep in mind while making these documents. We have another big meeting next week, and I am looking forward to seeing more of their progress then.
And there is one in september on the design process, which mentions the 4 year design process after Little Orbit took over, but the game has been in development a couple of year before that as well and was supposed to release in 2015.
Before I jump into the schedule, I wanted to start by sharing the short list of goals that the design team organized early this year. Many of these concepts came from or were inspired by feedback we got from the community, and we have been using this list as a filter for helping us redesign elements of the game to be better.
Here they are:
- Every choice should matter in a battle
- Jobs should have unique skills
- Jobs should be fun to experiment with and use
- Combining Jobs should offer emergent roles
- Combining Jobs with the right characters should offer power boosts
- Player progression should be meaningful and rewarding
- Make sure systems or status effects are being used across at least 2-3 Jobs (with the possible exception of a specific status effect built to support a Job’s play pattern)
- Systems should logically build on each other
- Find and build on the fun in what is working
- Make sure we are only changing things for a compelling reason
And if you are interested in reading design documents, you can find one here.
Unsung StorySP/MP: Single + MP
Release: In development
Drox Operative 2 - Early Access Month 15 Update
It is 15 months ago that Drox Operative 2 went in Early Access and new stuff has been added again.
As of this post, we've released 68 patches (8 since the last post) with 1,985 total changes (198 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.
More playable races: Now random, young races that you have unlocked (emerged in the galaxy) are playable. The young races have random names, logos, story backgrounds, and skill trees so this greatly increases the options for new ships.
Race Relations: You can now vouch for a race (transferring some of your relations). You can also ask to adventure with a race that helps to form a bond between you and them, assuming it goes well. And finally, races actually care how you treat your crew.
Pirates/smugglers: Now pirates & smugglers can build starbases to cause more problems.
Storms: There are now geomagnetic storms and permanent versions of many of the storms.
Crew points: All of the crew attributes have been improved.
Bonus skills: All of the bonus skills you get from higher crew attribute levels are now each unique.
QOL improvements: There have been a bunch of quality of life improvements like increased regen rates when out of combat, increased ship base thrust, and a new auto scrapping system.
Art: And importantly from a progress standpoint, all of the required artwork is now completed and in the game.
That's it for all of the major new changes, but there are still a lot of potential changes coming up (which you can see here).
Drox Operative 2SP/MP: Single + MP
Release: In development
KotOR - Remake Coming to PC?
@DSOGaming Sony has announced that the Star Wars: Knights of the Old Republic remake will be a console exclusive for PlayStation 5 which doesn't necessarily rule out a PC release as has been hinted at.
Sony has just announced a remake of Star Wars: Knights of the Old Republic. While this remake is most likely in an early development stage, Sony has hinted that this remake will release on the PC.
According to Sony’s blogpost, Star Wars Knights of the Old Republic Remake is a console exclusive on PlayStation 5 at launch. This most likely means that the game will release simultaneously on PS5 and PC.
Platform: PC, Xbox
Thursday - September 09, 2021
Fell Seal: Arbiter's Mark - Update 1.6.0
Henriquejr spotted update 1.6.0 for Fell Seal: Arbiter's Mark:
Fell Seal: Arbiter's Mark update 1.6.0 is out!
As promised, here's the Knifer and Draekon update for Missions and Monsters!
The update adds these 2 new monsters:
They come with 2 new missions at the guild, which will each open a Hunt featuring a unique version of one of the new monsters.
Both monsters can be tamed and their essence can be harvested by a certain Bzil unit.
They have some pretty unique abilities, including what we would consider a "signature move" for each one of them. Give them a look! They'll be an interesting addition to your arsenal, opening up new strategies for creative players!
Otherwise, the build has some bug fixes as well. As usual, the full patch notes are at the end of the post.
To celebrate this occasion we have prepared a Steam Daily Deal - starting today at 19:00 CEST, for next 48 hours, you can get Fell Seal: Arbiter's Mark with a 67% discount and the Missions and Monsters DLC with 50% discount! If you haven't grabbed the base game or the DLC yet, now is the right time to remedy that.
Fell Seal: Arbiter's MarkSP/MP: Single-player
Genre: Tactical RPG
Wartales - The Art of Wartales
Shiro Games explains the art of Wartales in Q&A#9.
Wartales Q&A #9: The Art of Wartales
What are the influences for the global art style of wartales?
The universe of Wartales is set in a medieval fantasy universe which draws its inspiration from medieval Europe, spanning an artistic period going from the 5th to the 14th century. The general philosophy is to offer credible environments and characters for fans of medievalism, while maintaining a somewhat original aspect.
Wartales' graphic universe is therefore influenced as much by a naturalistic and documentary approach as by artists with very dark and melancholic fantasy universes such as Arthur Rackham or John Howe.
What was the inspiration for the environment?
As said in the previous Q&A the environments of Wartales are very strongly inspired by Scotland and the north of England.
To be more specific this is the inspiration for the core of the world story, the Edoran empire. Edoran is inspired by the Roman/Celtic culture, and Wales is the real life location where this civilization existed. But Wartales is not a medieval documentary so we have mixed this core inspiration with a lot of other European cultures and different eras. The world of Wartales will be composed of many specific biomes that will reflect on the various local cultures. For example The empire of Edoran is based on Wales but Harag kingdom is more based on the Scottish highland and Belerion on Iceland.
So as you travel you will see some changes in the landscape.
Release: In development
Vagrus: The Riven Realms - Miniature Reveal and Loyalty
Lost Pilgrims Studio has posted a new devlog to show the miniature of Finndurarth, which is physical item included in some editions of Vagrus - The Riven Realms, and to discuss companions' questlines and progression.
Devlog #57 | Miniature Reveal and Loyalty
The time has come to reveal the miniature of Finndurarth that is packed in the game's Collector's and Emperor's Editions (available via fig)! It is a 40mm scale figure and here you can see the 3D model that is the base of the final product. [Shipped in three pieces so it needs assembly.] Soon, we'll reveal painted versions of it, too.
For a long while now, Geri has been working on what we call loyalty questlines for the eight companions in the game. These are long, complex stories, often with branching endings, personal to each companion. In this project update, we wanted to give you a heads-up about certain aspects of these without spoiling any content.
How Loyalty Questlines Work
Until now, players have not been able to start these questlines (although the beginnings of some of these were available in certain cases, like Criftaa or Harvek) but now companions will open up more easily about what they want or proceed with their personal story. This means that you'll always need the specific companion to continue their quest. By following these stories, you'll have the chance to earn the companions' trust, discover more about them, and gain Insight as well as a wide variety of other rewards.
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Tales of Arise - Review @ Gamingbolt
Gamingbolt checked out the Action-RPG Tales of Arise:
Tales of Arise Review - The Final Verdictloading...
In almost all the ways that matter most, Tales of Arise is a great success. It's got a solid premise, and the actual story it tells can be quite engaging, and even though that story is let down by how sloppily it's often told, Tales of Arise's excellent world and frantic combat almost make up for those issues. Bandai Namco have swung big and hard with this game, with clear ambitions of taking their long-running series to new heights, and thankfully, they've succeeded.