Monster's Den: Godfall
Monster's Den : Godfall Review
Forgottenlor crawls through the dungeons of Godfall to find out that there are some downsides to them
» Continue reading the article...
Maylander dived into ELEX to see if it is a game worthy of Piranha Bytes
» Read the article
No, keep it as it is
Oh yes, I'll show you...
I want Little Ponies
I don't care
Monday - December 04, 2017
Shadows: Awakening - Interview @ Enklawa
Mrozie let us know that they have an interview with Games Farm's Peter Nagy, about Shadows: Awakening, the remastered version of Shadows: Heretic Kingdoms book I, with the additions of the previously promised book II.
EnklawaNetwork.pl: Released back in 2015 Book 1 of Shadows: Heretic Kingdoms promised a bright future for fans of the world, that had been brought to life by Kult, your very first game. But soon after release of Book 1 it was more and more clear that situation of your newest game is far from being ideal. What happened?
Peter Nagy: Unfortunately, shortly before the release of Book 1 we were informed that our publisher at the time had filed for insolvency protection. It was very unpleasant situation as the game was already out there in Early Access, people were expecting it and we learned that our partner cannot be relied upon to fully publish it. We have decided to release the game anyway. Unfortunately, it didn’t work out and the publisher went bankrupt shortly afterwards. We had to nearly close down our studio but fortunately we have survived. After some legal proceedings we were able to acquire the rights back and we started to plan the completion of the game. It was not an easy way; but eventually I believe the game will be much better than it would be possible before.
EN: Should we expect improvements on a tech side? Better graphics, new sounds or extended music score?
PN: Oh yes, definitely. I actually wouldn’t call it improvement, but it was completely reworked from scratch. In fact, there is almost nothing being used from original Shadows – with the conversion to Unity we had to create completely new models, textures, lightning, scenes, etc. To improve the gameplay, we even changed the layout of the scenes. So it is really perhaps the most remastered game I have ever heard of. [smiles] Performancewise the game has also improved tremendously. And with all the experience from Vikings, the game runs smoothly and looks significantly better than Shadows: Heretic Kingdoms. The original game was never released to consoles because it suffered with low framerate but Awakening is already running smoothly on PS4 and XBOX One, so I think the huge improvement is obvious at the first glance already.
Shadows: AwakeningSP/MP: Unknown
Genre: Tactical RPG
Release: In development
Sunday - December 03, 2017
Wolcen: Lords of Mayhem - Sockets and Gems
The latest from Wolcen: Lords of Mayhem covers the work in progress on Sockets and Gems.
Work In Progress: Sockets and Gems
While work on update 0.5.0.4 is progressing at a rapid pace, many of its features are still being worked on or finalized. Today, I'd like to present a highly requested feature (and staple of the Hack and Slash genre): Socketable items and gems.
Because Wolcen is a classless game, items can roll with many kind of affixes on them, reducing the probability of getting an item that is appropriate for any given playstyle. While loot hunting can be exhilarating, especially after getting the item of your dream, it can also be frustrating if getting there takes too much time.
A Gem grants an affix to an item it is socketed into. Which affix depends on the socket type. There are three socket types: Offensive, Defensive and Support.
Items of a given type will often roll the same socket type: weapons will roll offensive sockets, armors pieces will roll defensive sockets and accessories will roll support sockets. This will not always be the case though, and you may sometimes get an armor piece with an offensive or support socket!
Gems are divided into types and tiers. The first iteration of this system will ship with 14 gem types, each divided into 5 tiers. A gem's tier will define how powerful its affixes are. As the game's level cap will be increased, we will add more gem tiers.
Some types of affixes will not randomly roll on items anymore, and will only be available by adding a gem to an item. This will lower the randomness in getting desired affixes, and will provide more control over build orientation. Some affixes will stay as random rolls but will also be available through gems, allowing players to double-down on affix-stacking. New affixes will also be added to the game.
Put a Fire gem in an offensive socket, and your weapon will inflict fire damage!
In addition to the 14 regular gem types, we are also adding unique soul gems: unique items will have one or more of their affixes pre-socketed as unique gems. You will be able to unsocket this unique gem and put it in a unique socket, granting that unique power to a different item. Soul Gems can only be socketed into dedicated sockets. Those will be quite rare on non-unique items, but unique items will always come with a unique socket.
You can put as many gems in an item as it has sockets, and their effect will stack!
Removing gems socketed into an item requires the services of the Jeweler, a new NPC. He will do it for a fee, of course :)
That's all for today! Next week, we'll cover another feature of update 0.5.0.4.
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Stellar Tactics - 3 dimensional Space Combat
The latest update for Stellar Tactics features a change to how space combat works.
You asked for it!
Well, some of you did.
Many of you have asked that I remove the constraint of flying only on a 2D plane in space. For a long time I didn't want commit to this until I had combat in and started play testing the system. I'm happy to say I woke up this morning at 5 AM with an idea that fixed a few problems I had with vector math related to space combat and decided to implement it. The combat patch will include full 3D flight for space exploration and combat.loading...
Thank you all for your feedback. As always, I'm listening!
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Blue Omen Operation - Kickstarter funded
The action RPG Blue Omen Operation has been successfully funded on Kickstarter:
Blue Omen Operation - A Stylish and Hot-Blooded RPG
A fast-paced RPG featuring an action-command battle system and a classic anime-inspired artstyle!loading...(Video by Mildly Nuclear)Blue Omen Operation is a 2D action-command RPG with a battle system that emphasises timing and reflexes, inspired by beloved classics like the Paper Mario Series, Mario & Luigi: Superstar Saga and even a little WarioWare.
Kickstarter GamesSP/MP: Unknown
Release: In development
Koruldia Heritage - Selected for Square Enix Collective Program
The indie J-RPG Koruldia Heritage has been selected for the Square Enix Collective curation program:
Koruldia Heritage (RPG Maker MV) Square Enix Collective Teaserloading...
SQUARE ENIX Collective full presentation with exclusive content here.
This teaser focuses on the overworld, this is why your sprite is a bit different (than in dungeons or battles etc), since the view is even more “stylized” on theses maps. (You can see every "walls" and better spot enemies.)
Koruldia HeritageSP/MP: Single-player
Release: In development
General News - Star Control future is in question
@DogarandKazon Stardock and the original creators of Star Control 2 are feuding which means lawyers.
"THERE WERE MANY GREAT BATTLES... AND SOME OF THEM INVOLVED LAWYERS."
December 01, 2017
Unfortunately there appears to be a growing legal conflict between us and Stardock. We started out confused at what Stardock said and did. We tried to be reasonable and settle the problem quietly, but now after months of debate we are flat out mad! First, a little background information on just our side of the story:
- In 2013, Stardock bought a limited set of Atari's assets at a bankruptcy auction -- primarily the name and trademark Star Control® and certain original aspects of Star Control III, like the space cows. It's our opinion that Atari's rights to publish our earlier games terminated over a decade before the auction and we contend that Stardock has zero rights to our games, including any code and other IP we created.
- As far as we can currently tell, we have no relationship with Stardock that lets them sell the three earlier Star Control games without our permission, either bundled with their other products or separately. That permission has not been given.
- Despite what Stardock's Brad Wardell has recently said, including in this Ars Technica article, our games' universe has absolutely no connection, hyper-dimensional or otherwise, with Star Control®: Origins. (Note: We really don't like other people putting our names in their diagrams without asking us first.)
Stardock now seems to think that not only can they use our aliens, ships and narrative without our permission, but thinks that we cannot make a sequel to The Ur-Quan Masters without their permission -- this is where we got really, really angry.
When we started Ghosts of the PrecursorsTM we were looking forward to spending our time on fun, creative work, not fighting a legal battle to protect ourselves and our work. We have nothing but respect for the talented, passionate developers working on Star Control: Origins, but we apparently have a BIG problem right now with Stardock's management. We've been waiting 25 years to make Ghosts of the Precursors for our fans and we certainly won't let this stop us. Go! Go! Go!
Saturday - December 02, 2017
General News - 9 Games Like XCOM
MMOBro lists nine upcoming games that are like XCOM.
I’m pretty excited about Fort Triumph. Their feature list reads like “Fantasy XCOM + Divinity: Original Sin”. As in Original Sin, there’s a big tactical emphasis on using the environment to gain advantages, with possibilities like burning a tree to topple it onto an enemy. Characters come with their own personality traits and look like they’ll be fairly unique. The visuals are certainly more cartoony than XCOM. I’m sure it’ll turn off some but the quality of the art style is definitely high. Despite a more family friendly look, Fort Triumph isn’t straying from stressful gameplay or permadeath that makes it an XCOM like game. The campaign itself challenges players to overcome a dynamic series of events and quests that change each playthrough based on randomness and player action. The depth of long term strategic options Fort Triumph remain unclear but exploration is poised to play a big role.
Developer Quote: “These are exciting times to be a turn based tactics lover, for sure. Looks like we’ll have a double challenge in 2018 – developing on schedule AND playing all of these great titles.
Release Date: Q4 2018
XCOM Similarity: 80%
Price: $20, you can pre-order Fort Triumph here.
Repel invading enemies until you can take the fight to them. Use small parties of soldiers to infiltrate, scout, explore, and sabotage the enemy. Deploy covert op squads alongside primary military forces. Research magical powers and technologies to equip your parties with the strongest of weapons. Does this all sound familiar? Zodiac Legion feels the most conceptually similar to XCOM of the fantasy games. The only thing it’s really lacking is a cover system. However, the game makes up for that on the customization side with artifacts imbued with the power of the zodiac. I expect conquering these sites of power to act as a late game challenge necessary to felling the opposition. Legendary equipment is something I miss in base XCOM (though Grimy’s Loot Mod adds it to XCOM 2) so these artifacts an exciting prospect. Unfortunately, the developer has only tweeted out a handful of times since the last blog post in May. I wouldn’t expect this until 2019 at the earliest. It’d be better late than never though.
Developer Quote: “We definitely want the strategic layer to have the organic feel of the older X-COM, where aliens would launch missions according to an agenda that the player had to adapt to. X-COM also made setbacks more common, but much easier to recover from. Still, we also think that the abilities and varied objectives of the recent XCOM add a lot of variety and tactical nuances to the formula.
The combat system itself is also inspired by games such as Mordheim, Heroquest, and Descent: Journeys in the Dark.”
Release Date: 2019
Price: Unknown. Currently unavailable for pre-order.
Seven - First Reviews
Dominions 5 - Warriors of the Faith - Released
The turn-based strategy game /God sim Dominions 5 - Warriors of the Faith has been released:
Dominions 5 - Warriors of the Faithloading...
You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator.
In Dominions you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to huge titans or large monuments. The pretender gods have different strengths dependent on what kind of god you choose and what nation you play.
When you start the game you decide what kind of god you are and how your Dominion affects your lands, followers and sacred soldiers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion.
In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension.
New for Dominions 5 is that a God's bless effects can be customized in detail giving a new set of choices for the aspiring Gods. Battles have also received a major change and now feature simultaneous movement for all participating units. Fireballs and arrows will now fly at the same time as everyone is moving and watching large battles will be quicker than before.
Dominions is set in a fantasy world that draws inspiration from historical nations, cultures and myths. You will not encounter the elves of conventional fantasy in this game. Instead you might lead a nation of vanir from old norse myth. Aztecs, romans, israelites, greeks, kievian rus and lovecraftian horrors are just a few of the inspirational sources of the game.
The first Dominions game was released in 2002 and was well received by strategy gamers. Since then Dominions has been much refined and Dominions series is still actively played making it one of the longest running 4x turn based strategy games.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Friday - December 01, 2017
Grim Dawn - Ashes of Malmouth Review
Chalgyr reviewed the Grim Dawn addon Ashes of Malmouth:
Grim Dawn: Ashes of Malmouth - PC Review
Grim Dawn was a fantastic take on the Hack & Slash genre with multiple character class combinations in a post-apocalyptic world. Back for more, Ashes of Malmouth provides new content and also adds more character classes both in the form of a ranged god of war dubbed the Inquisitor and a master of the dead who we all very well know as the Necromancer.
Overall, Ashes of Malmouth is a great addition to Grim Dawn and the care that Crate Entertainment have put in since the beginning of their Early Access is still there. They still listen to feedback, they still improve the core content all the while adding in new adventures to that map that still has some space that looks like it could be explored later down the line.
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Outcast: Second ContactSP/MP: Single-player
Baldur's Gate: EE - Fan Art
The Enhanced Edition of Baldur's Gate is five years old - Beamdog shows the winners of their fan art contest:
Five Years of Baldur’s Gate: Enhanced Edition!
In anticipation of this anniversary, we held a Fan Art Contest, and now it’s time to announce the winners! Before we start though, we have to say it really means a lot to see that the Beamdog community is so creative and that they’re willing to share that talent with us!
Baldur's Gate: EESP/MP: Single + MP
Spellforce 3SP/MP: Single + MP
Phoenix Point - Haven Design and Map Generation
The latest update for Phoenix Point is a large one and shares Haven Design and Map Generation details.
As a little bonus this month, and maybe as an early Christmas present, we're going to share with you something new. In the last update, we revealed the New Jericho vehicle. This time, we're delighted to show you The Phoenix Scarab ATV.
Development on the Scarab began in 2025 with the objective of providing secure all-terrain transport for crews heading to remote Phoenix bases scattered around the world. The fuel cell powered vehicle would be fully automated with a contained atmosphere capable of accommodating eight personnel for a week without exposure to the outside. Radiation proofing and graphene mesh armour promised amazing levels of protection. The first units were produced in 2027, as Phoenix Command struggled to secure the secrecy and integrity of remaining bases after seizures by state actors in 2023, and the failed organisation wide activation of 2025. Due to the world crisis leading up to World War Three, only a small number were actually produced. In 2032 Scarabs were released to AI control to defend themselves, and as of March 2047 the whereabouts of most of them are still unknown.
Building the Maps
While some of the maps within Phoenix Point will be hand-crafted, most will be procedurally generated. What this means, in the simplest terms, is an algorithm takes a selection of premade assets and assembles them based on a set of rules. This gives a different result every time, but helps to ensure that objects and buildings still work correctly. For example; buildings should always be placed so that external doors face a path or road (and of course, to make sure they do actually have external doors!). Buildings with two or more floors should always have at least one staircase, or some other means to access the higher floors.
First, we design a number of map layouts. These allow us to set the size of the map, the road and path layout, and the positions for any cover or buildings. The algorithm then places a random variation of the correct building type and of the correct size on each of the pre-allocated building spaces. Buildings can be made up of smaller, modular buildings for even more variation.
Below is a short video showing how the different building components can be swapped out to produce different maps. As is the case here, building sections can even be placed within or on top of other buildings.loading...
Not only does Tzani's script scramble the placement of props, but even the items found on shelving are randomly placed!
All of these elements are coming together to make some great looking environments. Even in this early stage of their development, with only a minimal amount of polish. Just add lighting, a little fog and a few particle effects....loading...
Phoenix PointSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Seven - Released
No man's island.
Seven: The Days Long Gone is now available, DRM-free on GOG.com with a 10% launch discount until December 8, 8AM UTC.Dive into an isometric open-world RPG where you can stealth or fight your way through as the talented master thief Teriel. Roam freely across the vast prison island of Peh using guile and manipulation to decide the fate of its inhabitants but be careful: your actions might eventually s(t)eal your own fate.Go for the Digital Collector's Edition to get the Art book, a digital map of Peh, the Soundtrack, and a Guide book.loading...
Raji: An Ancient Epic - Has a Demo
Raji stars, well, Raji, a young girl cloaked in red on a mission to save her brother from demon lord Mahabalasura. As Nodding Heads explains on the game's Kickstarter, its stunning world its based on Hindu and Balinese mythology and uses hand-painted scenes as the basis for its art. To get the look just right, its developers actually visited Rajasthan and Bali for reference.
You can really see that authenticity in the demo. The introductory level—or at least what I assume to be the introductory level—is set atop a crumbling, overgrown temple, all budding moss and collapsed stone. Areas are punctuated with elaborate murals, towering statues and stained-glass aisles, a thick cloud blanket bobbing in the background.
Brandish 2: The Planet Buster - JRPG Translated
Japanese RPG developer Nihon Falcom has been making games since the early 1980s, and almost all of its games started on one Japanese PC or another. But until just the past few years, only the occasional console port ever got an English localization. Most recently, Falcom's Ys and Legend of Heroes games, translated by XSeed, have found success on Steam (with four games released in 2017 alone). And now another Falcom game is finally playable on PC in English, though not through an official localization—24 years after it was released on the PC-98, Brandish 2: The Planet Buster has a fan translation.
Brandish is an action-RPG series with one particularly odd gimmick: turning rotates the world around your character, rather than rotating your character within the world. It's a jarring, instant snap as you can see in the video below.
Mass Effect 2 & 3 - Receive 4K texture packs
The aforementioned modders have strived to achieve the best look possible, while remaining very close to the vanilla (default) style. And as you can see in the following comparison video for Mass Effect 3, the quite achieved it.
CreeperLava said that the Texture Pack for Mass Effect 2 updates 1200 high resolution (2K, 4K) textures. On the other hand, the one for Mass Effect 3 features 2200 high resolution textures for Mass Effect 3. As such, these two packs update 3400 textures in total. Furthermore, the modders have also created brand new textures.
Mass Effect 2SP/MP: Single-player
Platform: PC, Xbox 360
Thursday - November 30, 2017
Signs Of Darkness - Early Access on December 14
The action RPG Signs Of Darkness will be available as Early Access version on December 14:
Signs Of Darkness
Kidnapped and thrown into the dark depths of the Undercrypt to die, you are rescued by an unknown ally. Eager to find the motive behind your abduction you set out on an unexpected journey through the Kingdom of Rosenfare. Master sorcery and swordsmanship to overcome the evil forces out to put an end to your existence.
Grab your gear and get ready to explore the vast Kingdom of Rosenfare. Gain experience as your character progresses through the kingdom. Advance your character by defeating the deadly enemies that await your challenge.
Make a name for yourself by completing challenging quests throughout the kingdom. Earn and gather powerful loot that advance your characters stats and abilities. Team up with companions to aid you on your journey.
Master quick action based combat to gain the upper hand in battle. Dodge, jump, slash and cast your way the dark dungeons and crypts you encounter.
While at the tavern, play the turn based multiplayer mini game BattleHex. Host your own game, join a friend's game or play single player. Note, BattleHex can only be accessed from a tavern and is not available from the start of the game.
Seek revenge, forge your own journey in the vast Kingdom of Rosenfare!
Signs Of DarknessSP/MP: Single-player
Release: In development
SP: The Fractured but Whole - Review
The PCMag has reviewed South Park: The Fractured But Whole:
South Park: The Fractured But Whole (for PC)
It isn't very often a game comes along that presents a setting and story as unapologetically risqué as South Park: The Fractured But Whole. Naturally, The Stick of Truth fans know exactly what they're getting themselves into: topical, highly satirical, and utterly absurd South Park comedy that's paired with a deep, grid-based RPG combat system. It's a refreshing RPG, if only because the gameplay, hard language, ridiculous scenarios, and show references keep you smiling until the end. Fractured slip up once in a while; the superhero-themed exploration elements utilize some highly tedious menu switching and quick time event (QTE) mechanics, and the game is surprisingly buggy. However, if you can look past these issues, you're in for an enjoyable time with this PC game.
Bottom Line: The Fractured But Whole delivers exactly what you would expect from a South Park- game: ribald humor and numerous Easter eggs. Technical issues and repetitive mini-games dull the experience, however.
Score: Good 3.5/5
SP: The Fractured but WholeSP/MP: Single-player
Bloom - A Detour for Some Funding
The further development of Bloom is hampered by a lack of funds. To remedy this, the idea that is brought forward in the latest update, is to develop a small other game in a quick way to gain some additional funds.
After the last update I sat down and considered the various options we had (of which there aren't really many). Got a few more months of runway left, but after that everything becomes a lot more tricky haha.
Anyhow, one of these options is to produce something smaller to help fund the rest of development. I've seen other developers do something similar and it seems to work fairly well (such as Starr Mazer publishing their shooter game or Mike Bithell creating a small project in a couple months with his Subsurface Circular).
Luckily I've been keeping a list of future smaller projects I'd like to do relating to Bloom. If you've been following along, you've even seen me playing around with a couple ideas now and then.
The thing is whatever project it was....it had to be relatively quick, while also moving ahead the main game (which means working with the games systems we have so we can keep improving them).
Some of you may remember the old classic arcade game Gauntlet (which was later ported around and followed up with various sequels). Even recently a modern reboot was released (though it had become more like a 3d dungeon crawler, ala Diablo).
I thought this might make a great candidate that would fit into the work we have done so far....and, since no games have really followed its claustrophobic 2d dungeon crawling for decades....it seemed like there was actually a reason for us to take it on.
Not only that, but later iterations of the game (before it went 3d) even supported a quest mode ....where your treasure could be spent for upgrades as you worked towards an overarching goal. Something I had missed when I was younger, but seemed perfect to tie the dungeon crawling adventure together.
There are some screenshots to be found at the link.
Release: In development
Vigilantes - Version 22 Interim Update
A new video has been made available showing some of the things that the next version, number 22, of Vigilantes will bring.
Work is progressing well on the new update. So far, a second subway map has been added, along with Arcadi, a new ally. Arcadi is a former army officer, and will serve as the combat leader if Sam doesn't want the job. Arcadi is geared towards leadership and ranged combat, and his unique perk (Stand Fast) allows him to prevent an ally from being incapacitated once per battle.
Leadership mechanics have also been enhanced. Now, both player and criminal squads can have leaders, and losing a leader in battle imposes the "Ronin" negative status effect on the entire team. Additionally, 4 new perks have been added, 3 of which are specific to the leadership stat, including All Out Offensive, which increases party damage by 40% for one turn at a substantial AP cost to the leader, and Tactical Delay, which allows characters to delay their turns at no AP cost.
Genre: Tactical RPG
Release: In development
Wednesday - November 29, 2017
Star Ocean: The Last Hope - Released
A remastered version of the 2009 J-RPG Star Ocean - The Last Hope has been released for the PC:
Star Ocean: The Last Hopeloading...
From the creative minds of Square Enix and tri-Ace, STAR OCEAN - THE LAST HOPE takes place at the very beginning of the Star Ocean series.
This action-packed RPG takes players on the epic journey of mankind’s last stand, with exploration and battle across some of the most mysterious, dangerous and fantastical worlds of the universe.
Earth has been decimated by World War III and now humanity must turn to the stars in search of a new home. Explore the galaxy on your quest, make allies and enemies among the alien races you encounter and uncover a danger so great that it threatens all of creation.
- Spectacular New 4k and Full HD Visuals
- Exhilarating Real-time Battles
A universe of adventure and danger await in the great Star Ocean!
Star Ocean: The Last HopeSP/MP: Single-player
General News - The Curse of Space Station 13
Eurogamer examine the role playing game Space Station 13 and explain why follow-up attempts have been met with repeated failure.
What sets Space Station 13 apart is the coming together of a huge number of systems and mechanics. The engine the game is built upon, the "super old and super crappy" BYOND engine, as it has been called, lets players interact with pretty much any object or being on the station, and you'll get different results depending on the context. Here's a simple example: use a crowbar on another player and you'll attack them. Use it on a floorboard and you'll pry it up.
Adding to the complexity are four states of "intent": help, disarm, grab and harm. Each affects the interaction. For example, use an empty hand on another player with the help intent enabled and you'll hug them. Use an empty hand on another player with the harm intent, however, and you'll punch them.
Behind the basic graphics is a game engine that simulates everything from station power to atmosphere, chemistry to biology. Research and development stations require resources and the patience to click through endless menus. There are multiple departments on the station, including Command, Security, Engineering and Medical. If you're working in Security, you need to enforce the law and respond to emergencies. If you're in Medical, you need to keep the crew healthy, research diseases and even create clones for dead players.
The spanner in the works is the player chosen by the game to act as the antagonist. Usually the antagonists have secret objectives. Kill everyone, perhaps. Escape. Sabotage. Steal. That sort of thing. This means most rounds end up in some sort of chaos. The station may even end up destroyed. But that chaos, that drama, is all part of the fun.
In the video below, one of the best let's plays of Space Station 13 I've seen, YouTuber ShitoRyu95 assumes the role of the station chaplain and is designated the traitor. He has two objectives: steal a chief medical officer's jumpsuit, and hijack the emergency shuttle by escaping alone. None of the other 14 role-players aboard know this. The chaplain must somehow go about his business, avoiding suspicion while setting up his masterplan via dastardly misdirection and intimate knowledge of Space Station 13's inner workings. It's a fantastic watch, and gets to the heart of how Space Station 13 is in essence a big simulated sandbox with complex rules - and where the gameplay emerges from the rules.loading...
Star Traders: Frontiers - Honing the Edge
The latest update for Star Traders: Frontiers sees some quality of life improvements and notably an improved HUD.
Update #7: Honing the Edge
Red, flashing, unmissable HUD warning for no fuel
Today's update is all about balance and quality of life for our Captains. We are getting so much valuable feedback every day, and we are working our way through it as fast as two brothers can ;) Update #7 delivers on a lot of the feedback we've heard right here on the forums -- so you have yourself or other Captains to thank for this great update!
We hope everyone will take a moment to leave a review on the game! Share it with a friend! Help us keep cranking out updates at a laughable pace :D
Travel Rebalance and Improved HUD
The balance of the health, component and morale damage done by traveling checks has been one of the hottest topics of conversation and consternation. We've made small adjustments with the first six updates, but this updates makes the first big change to down-balance the number of crew who can be hit in any given event. In our testing, it has had big positive impact, especially on failed tests like Electronics which could result in really big chunks of the crew taking hits.
Furthermore, we added a critical warning to the HUD to help address concerns about the "morale death spiral" while traveling. If your Ship flies without Water-Fuel, your crew will lose Morale constantly. The updated HUD is loud and insistent with a warning, flashing at the bottom of the screen in red. You can't miss it -- and you need to buy fuel quick. Operating your Ship's Void reactor without a Water-Fuel containment pool is dangerous and doing so increases the chance of severe crew damage, drains morale and forces crew members to perform dangerous reclamation exercises to keep the ship going. It's bad -- a good Captain never does it.
Control Scheme Improvements
First, this update has improved mouse support for the main map. Panning on the map is now controlled by your left mouse button while right clicking will move your ship. Separating move and pan has been requested by a huge number of players and we are happy to simplify the scheme for everyone and matches the control scheme of many other popular games. For our players who have put in tons of hours already, this might take a little retraining, but we know its for the best.
We've increased the speed of hovers by 100 ms so they show up faster. As more tooltips are coming with each update, this will keep helping the learning curve issues we have. Also, we've fixed the annoying bug where some hovers would get stuck on screen after a scene transition.
With feedback from players, we've started adjusting a few more Talent cooldowns and rules. Any Talent that can discover new Contacts have been set to higher cooldowns. The recruiting Talents from Commander and Military Officer have had their randomness removed -- so they simply effect the first recruit made -- so if you are using these (amazing) Talents, be sure to make your most important recruit first when you land somewhere looking for new crew.
Of course, there is so much more! Long distant missions have extended timelines. The options menu is now available without returning to the main menu. We've fixed some boarding Talent bugs. The Raptor has been moved out of the starting ships list due to the amount of feedback we got about it. More ship components have been switched over to be Faction specific.
As we start to get a handle on the long list of UI / QoL improvements, we'll be turning out attention to story and content expansion. Help us get there by sharing the game with a friend and leaving a review!
Star Traders: FrontiersSP/MP: Single-player
Release: In development
Archmage Rises - A Living, Breathing World
The latest update on Archmage Rises sees the realization of a living breathing world.
In this special 50th double length episode we show the tech we've been promising for 3+ years. It's real. It works. The simulated people, places, and monsters all intersect to create interesting choices and quests worth doing. We've summited everest. While there is still much work left to do, it's allllllll downhill from here.
In this episode:
1)We show the implementation of monsters and lairs in the game world
2)The recent addition of bodies when someone dies
3)Concerns about translation
4)Introduce the Fan Hall of Fame
5)Answer a fan question about lovers, spouses, and a harem
A Dream Realized
When we set out on this adventure I thought we could "fake" a lot of things behind the scenes and still give an authentic experience. Unfortunately mid April that proved not to be the case. It was too hard to generate a family history backwards. We'd have to start at the beginning and go forwards. Instead of abstractly saying 100 people eat 1 grains per week, we had to build a world simulator where each person wakes up on their own schedule and decides for themselves when to eat and why.
NPCs work jobs because they want money to buy food, clothing, and shelter. Monsters reproduce and spread, patrolling territory and taking resources they need for survival. Nobles guide the evolution of a town based on their personality, while trying to keep the people happy and stay in power.
Enter the player able to do whatever they want in a fully realized world. I've never seen anything like it. I look forward to you experiencing it too.
When is Build 11?
We address this a bit in the video: not sure yet. We have a number of polishing up issues to tackle before we push out a build. This is refinement not development so we are real close. I think 2 weeks should do it, but we don't know.
One of the biggest issues is the performance of passing time with the news system. It's taking up 85% of the CPU time. Why is it an issue all of a sudden? Because Nic commented it out as he was doing his performance improvements many months ago. We turned it back on, because we needed it for the quests, and wow. Is that thing ever a pig. So we'll see.
Archmage RisesSP/MP: Single-player
Release: In development
Biomutant - New Screenshots
@DSOGaming New Screenshots for Biomutant.
The game will also feature real-time combat mechanics, an automation sidekick and a ceative crafting system. BioMutant also promises to feature multiple endings, and will offer at least 10 hours of gameplay. As co-founder and head of Studio at Experiment 101, Stefan Ljungqvist, said:
“We’re really trying to encourage replays through our “open way” of completing the game…You are playing as the world is dying and the chance of world survival is represented by a massive tree-of-life that stands at the center of the world with its roots stretching out across the land. As a player, you have the option to heal the tree and such, increasing the chance of world survival at the end of the game. You can end the game without healing the tree; however, your personal end of the game that time will be that the world dies, so kind of a dark ending in some player’s preference.
But if you chose to work to heal the tree of life, you’ll have to find some small spiritual creatures. These creatures are Nono. Nono hide in glitter grass found in the open world and leading them to the root segments. That’ll increase the chance of world survival by a couple of percent per Nono. Or/and you can chose to confront and defeat the huge creature gnawing at the end of each root and this will heal that root completely. Healing all roots will give you a hundred percent chance of world survival at the end of your game – and some players will obviously want to go for that bright ending.”
The following screenshots will give you an idea of the colorful environments that the game will feature. THQ Nordic plans to release BioMutant in 2018.
Release: In development