Bandai Namco has released new Code Vein information and screenshots detailing the Home Base and the characters that gather there, character interactions and Affinity, and the history of the game’s world.
Get the details below.
Dungeons of Chaos Review
Forgottenlor reviews a game that takes us back in time to the good old days.
» Continue reading the article...
Game of the Year Awards 2017 - Most Promising RPG
What is the most promising RPG of 2018? Like every year, you had your say. Check out the details to find out what games we and our visitors think are most promising.
» Read the article
Farflame spotted Kickstarter update 42 for InSomnia, in which the RPG-system of the game is explained:
InSomnia - role-playing system overview
Hello everyone! While we still fight our way with translating closed beta content to English, we would like to give you a more detailed look at current state of InSomnia role-playing system.
Creating your character
While most of the RPGs give you an opportunity to distribute the skill points and set your other stats before the actual game even started, we believe that playing a game such as InSomnia using that approach is not the best solution. How would you possibly know who you want to be in the world you are experiencing for the first time?
What we do is giving you a starting point - an opportunity to pick a background (biography) for your character which will influence your starting gear and give you initial boost for one of the skills (you'll have at least 5 various bios to pick from). After that point whenever you get a level there's a skill point that you can distribute to develop one of many skills and attributes available.
Each one of them has 4 levels (except the ones that are listed in italics under the images below) and getting higher levels require more skill points to be invested simultaneously, so no easy mode or "Jack of all trades" type of character creation will be possible. Getting levels is tough work here.
Jeff Vogel talks about his second remake of Exile 3:
We Released Avernum 3: Ruined World.
In 1997, I wrote a hit game.
It was called Exile 3: Ruined World. It and its remasters are the most popular games I've ever written.
Bear in mind this game was a hit by 1997 shareware standards, not 2018 indie standards. It made enough to buy a modest 1997-priced house. It didn't make enough to buy a mega-mansion. But I'm certainly not complaining.
In 2002, I remastered the game into Avernum 3. It sold a lot of copies. Then, this week, twenty years after its first release, we shipped Avernum 3: Ruined World, the second remaster of this title. If my email is to be believed, a lot of people want it.
This is a brief story of writing a game that did really well and figuring out how to deal with it.
PC Gamer knows the answer to the question "Why do people like the Monster Hunter series?":
Why people love Monster Hunter so damn much
A beginner's primer to Capcom's beloved series.
There's a good chance that Monster Hunter's popularity and fandom has blindsided you. Unless you're entrenched in Japanese pop culture or a huge fan of handhelds like Nintendo's 3DS, Monster Hunter might seem like an obscure series made even more confusing by people wrongfully comparing it to Dark Souls (something I'm ashamed to be guilty of). But with Monster Hunter: World now out on consoles and arriving on PC this fall, the series has stepped out of its relative niche to become one of the most popular games in the West right now.
So what's the big deal? You fight giant dinosaurs with ridiculously large weapons—is that really what has people so excited? Not even close. There's so much more to Monster Hunter than meets the eye. If you're new to the series and wondering if Monster Hunter: World is for you, this primer will walk you through the basics, helping you understand why this game has a fanbase that easily rivals videogame greats like Pokémon—definitely not in size, but in passion and loyalty.
It's that unique cycle of preparation, execution, and reward that makes Monster Hunter such a fun, compelling experience that inspires players to sink hundreds of hours into each game. Similar to Pokémon, Monster Hunter has a time-tested formula for fun but keeps things fresh by adding new monsters and worlds to explore with each new game. There's so much depth to each system that mastering every weapon and crafting every set could keep you playing for months. What's better, recent Monster Hunter releases have all benefited from a constant string of post-launch DLC that's free, adding new monsters, challenges, and fun crossover armor styles from other games.
Last Epoch is a hack and slash action RPG which will be coming to Kickstarter April 17th. The game is currently in a pre-alpha state.
Check out our website for more: https://lastepochgame.com/
Sneak peak of Last Epoch - Pre-Alpha 0.4.5!
See Beastmaster and Sorcerer gameplay, plus our skill, passive, and crafting/shattering systems.
Help us spread the word as we head to Kickstarter on April 17, 2018!
Last Epoch combines time travel, exciting dungeon crawling, engrossing character customization and endless replayability to create an Online Action RPG for veterans and newcomers alike.
CSH Picone interviews Mark Yohalem and Vince D. Weller about RPG game design using details on upcoming games like Fallen Gods and The New World.
Mark Yohalem (Writer from Wormwood Studios)
Vince D. Weller (Writer / Designer from Iron Tower Studio)
03 February 2018
I have a special treat for you all today. Joining me is Mark Yohalem, writer for Wormwood Studios, and Vince, writer and designer for Iron Tower Studio, to give their views on some of the finer points on modern RPG game design. Using details from upcoming games Fallen Gods, The New World, and Iron Tower's as-yet-untitled Inquisition game as points of reference, we discuss/argue inventory, skill, and combat systems, puzzle design and the lessons that RPGs can learn from adventure games, witchcraft, sanity points, metagaming, inconsequential death, and the save-load dilemma.
Please note the following abbreviations:
AoD - Age of Decadence
TNW - The New World
PS:T - Planescape: Torment
MOTB - Mask of the Betrayer
D:OS - Divinity: Original Sin
DM/GM - Dungeon Master / Game Master
CSH: Inventory management is typically an afterthought in RPGs, but it's still something that must be considered, and there's no "norm." Some are weight-based, some are space-based, and some are unlimited. The main issue appears to be trying to balance realism against convenience, and it is often perceived that micromanaging an inventory can only detract from an RPG's real focus - the story.
Mark, what inventory management system will we be seeing in Fallen Gods? What are some of your other ideas for inventory management, or what might you implement in future games?
Mark: My usual approach - maybe a lawyer's approach - is to take a roundabout approach to a question that calls for a straightforward factual question. That approach feels particularly necessary here.
While there are a lot of things that I could describe as the "inciting event" or "prime motive" that led me to want to make Fallen Gods, one was a sense of dissatisfaction with itemisation and character-building in RPGs. I had long felt that RPG itemisation tended to devalue items; I think I had first written about this in connection with jRPGs because Suikoden took the rare (and in my opinion laudable) step of having the player upgrade rather than replace the characters' weapons. If you look at mythology, folklore, fantasy novels, comics - or any adventure stories, really - a characters' items are themselves part of the story. Indiana Jones isn't always swapping out hats and whips. Indeed, it is particularly the case that a hero's weapon (whether heirloom lightsaber, phoenix-feather wand, cavalry pistol, vibranium shield, whatever) defines the character and functions as a watershed in the plot. Arthur upgrades swords twice (first with the sword from the stone and then Excalibur), and each of those tells you something about Arthur and changes the plot's course. This is also true of weapons in most games other than RPGs - consider the crowbar in Half Life, the shotgun in Doom, the spread-fire gun in Contra, the Master Sword in Zelda, etc.
A new update for Pillars of Eternity II: Deadfire titled 'Making Pillars II Gorgeous'.
But that's months from now; let's get to the meat of this update. We wanted to show you just how far our artists have pushed Pillars of Eternity II: Deadfire forward from the way our visuals looked in Pillars I. Let's join Katrina as she walks us through those changes:loading...
Birds! Sorry, we got a little caught up in the video. To follow up on the video, an update for the closed Backer Beta is now live. If you are in the Backer Beta, check out the changes in the Backer Beta section of our forums. As we have said many times, your feedback is critical to our development process, so please, please, please let us know what you think of the new changes.
In addition to pre-orders going live, backers can now redeem your Backer Keys from the Products Page of your Eternity Account Profile on Obsidian.net. This will give you your copy of Pillars of Eternity II: Deadfire on either Steam or GOG (your choice), all ready for our April 3rd launch date.
@Gamewatcher Space Hulk: Tactics will utilize turn based tactics and have a full narrative campaign as either the Terminators or the Genestealers. The game is expected to release 2018 for PC, Playstation and Xbox One.
Space Hulk: Tactics is different from most video game adaptations of the Space Hulk brand, because it lets you in engage in turn-based tactical battles through a full campaign as either the Terminators or the Genestealers.
Cyanide Studio are probably best known for the Blood Bowl series, but they're currently working on the console ports of Space Hulk: Deathwing for Xbox One and PlayStation 4, although with that due to be released soon it looks like they're heading for another take on the franchise with Space Hulk: Tactics.
Space Hulk: Tactics will take you through two, narrative-driven campaigns from the prospective of either a Blood Angels squad – which can be upgraded and customised as you progress through the campaign – or the ultimate shock troopers, Genestealers.
It Lurks Below has a Steam Page and will be 'releasing soon'.
About This Game
It Lurks Below is a retro-styled, 2D, action-oriented, survival RPG by David Brevik. Create a custom character and choose from several different classes to delve deep into the mysteries of what evil lurks below. Dig down and explore the randomly generated levels, find random items, and combat deadly monsters to get the answers.
@Gematsu Code Vein's home base has been detailed as well as character interactions, affinity, and the history of the game's world. There are lots of screenshots at the link.
Lots of new details on the upcoming action RPG.
Bandai Namco has released new Code Vein information and screenshots detailing the Home Base and the characters that gather there, character interactions and Affinity, and the history of the game’s world.
Get the details below.
Louis and company remodeled an old chapel and established it as their Home Base. In a world where the fear of death is constant, the Home Base is the only place where the Revenants can feel at peace. The Home Base is where the Revenants who have lost their memories and foundation gather and support each other.[...]
Character Await the Protagonist’s Return at the Home Base
Louis, Yakumo, and other partner characters, as well as those that assist them in the field, all gather at the Home Base, where you can receive various forms of support.
—By talking to partner characters, you can ask them to accompany you in the field.
Kingdom Come: Deliverance has a new video which gives some background on Henry.
Thrown by tragic events into the middle of a bloody war, Henry, a simple blacksmith’s son, must become a soldier, avenge the death of his parents and build a new life in a ravaged world.
Henriquejr spotted a new Skyblivion teaser trailer:
Skyblivion Teaser Trailer - Glory of Cyrodiilloading...
It has been a while since our last update video, and we are very excited to show you what we have been working on this last year. Without going into too much detail I recommend you to look closely at the video. You will be able to spot new colorful weathers, new trees and flora, new clothing, new custom designed weapons, NPC schedules, remade textures and models, custom made creatures using custom behaviors and animations. Also, if you listen closely you will also be able to hear part of the new OST. We are not quite at a stage where we are able to talk release dates, though we do have a lot of progress to showcase in terms of quests which we are saving for a charity stream that we will announce in the near future. We always get messages about people wanting to donate money to us but since we are not interested in money, being able to use the project to raise money for a good cause seemed much more rewarding for us.
Divinity: Original Sin II has received a large patch that makes over 500 changes and improvements.
We've just released a new patch, and it's a big one!
How big? Well, patch 126.96.36.1996 is bursting at the seams with over 500 changes and improvements, including massive modifications to skill balancing, on-demand teleportation to waypoints on the map, a new screenshot-friendly mode, and fixes for several achievements.
So check out the patch notes, check out the game, and let us know what you think!
Changes and improvements
- Added fast waypoint travel via the main map. Clicking waypoints now lets you travel to that location directly
- Added map markers for sub-region entrances and exits
- Added a "Toggle Screenshot Mode" button to hide the UI (default: F10)
- Added range value to ranged skill and ranged skill book tooltips
- Added sorting to the trade window
- Added "Sell all wares" option to the controller trade window
- Added highlighting of new recipes to the crafting window
- Improved selection of NPCs that have items right behind them. This should prevent accidentally triggering theft behavior
- GM mode: GM can now set XP gained from monsters
- Updated and fixed several journal entries
Version 1.0 of Tangledeep is now available on Steam:
Tangledeep v1.0 is officially available!
Greetings adventurers! We're so proud to announce that Tangledeep is officially OUT of Early Access and build b100 is now available! After two years of development we could not be more proud of the game. Thanks to all the wonderful Early Access feedback we've fixed tons of bugs, added features, tuned the difficulty, and greatly polished the game overall.
The soundtrack is now complete, including the wonderful compositions by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (Goldeneye, Banjo Kazooie) and Norihiko Hibino (Metal Gear Solid 3) and the original 'realistic' versions.
Since last week's post, we've also added a couple fun new features such as the gold-generating Food Cart in Riverstone Grove (once you have at least one mature tree), and a new *hidden boss* from another dimension. The game's story is finished as well (just sliiightly important!)
Thank you so much to everyone who has played the game and supported it so far, and we can't wait to show you what's in store for the rest of 2018!
Final Fantasy XII: The Zodiac Age is now available on Steam - but some people get stucked in the x2 mode:
FINAL FANTASY XII THE ZODIAC AGE
This revered classic returns, now fully remastered for the first time for PC, featuring all new and enhanced gameplay.
RETURN TO THE WORLD OF IVALICE
Enter an era of war within the world of Ivalice. The small kingdom of Dalmasca, conquered by the Archadian Empire, is left in ruin and uncertainty. Princess Ashe, the one and only heir to the throne, devotes herself to the resistance to liberate her country.
Vaan, a young man who lost his family in the war, dreams of flying freely in the skies. In a fight for freedom and fallen royalty, join these unlikely allies and their companions as they embark on a heroic adventure to free their homeland.
Players both returning and new to the game will be immersed in a grand adventure that spans the world of Ivalice in an entirely fresh and improved experience.
- New Zodiac Job system with improved battle mechanics.
- Newly implemented trophies.
- True 7.1 Surround sound including HD voicing and fully remastered music.
- Choose between original in-game BGM, new re-orchestrated BGM and original soundtrack.
- Endless adventure including hunts, battles and mini-games.
- 60 FPS - Ivalice will look even more spectacular running at 60FPS
- Compatible with 21:9 ultra wide monitors
- New Game Plus and New Game Minus
- Maximized License Points and Gil
- Full controller support, Steam Trading Cards and more!
A new update for Bloodstained: Ritual of the Night.
Development Update - Building up Crafting
Welcome to 2018! We've timed our January backer update to coincide with the most IGAvanian natural phenomenon we've ever heard of: The super blue blood moon eclipse. If you were in range of the SBBME, and you saw something that appeared to be a Bloodstained viral marketing campaign, do not be alarmed—that was just the moon.
For today's update IGA and company have put together a video demonstrating the basics of the crafting system! I'll let him introduce it:
Hello everyone, this is IGA. For this backer update, we would like to share a part of the crafting system we introduced during the initial campaign. I don't know whether we should call it crafting or alchemy, but the mechanics are the same either way—you can combine items to make yourself new items and equipment. In the video, you can watch us concoct a more powerful potion and add some bite to Miriam's basic whip.loading...
You might ask, "Would you really call gluing spiky things onto a whip alchemy?" Well, maybe, maybe not. But that's a simple introduction to crafting. Players can visit Johannes, an alchemist friendly to Miriam, to craft items.
Weapons and items aren't the only things that can be created using the crafting system—but we'll introduce that another time!
Right now we're busy with porting. The porting process always creates its own set of development challenges, but it's nothing we weren't expecting. So that's what we're working on right now.
ArtPlay also sent along a look at another enemy you'll encounter in the game. I expect this one to be incredibly frustrating, in the grand tradition of all of IGA's flying enemies.
PCGamer reports on David Brevik's new RPG 2D sandbox game called It Lurks Below. The game takes after Starbound and Terraria graphically but with more purpose.
Diablo creator David Brevik has announced his own indie game: a 2D sandbox RPG called It Lurks Below. Players will explore randomly generated levels, delving into dungeons and fighting baddies while collecting as much loot as they can get their pixely hands on.
It'll have free-form building, too, in the same vein as Minecraft and Terraria. Brevik told Polygon that he's a big fan of those games but he "wanted more of a point to a lot of those games. I wanted to make an RPG, with classes and leveling up, random items, where you get more and more powerful as you go down into the core of the world and fight baddies.”
Owlcat introduce us to Linzi, who is your own personal chronicler in Pathfinder: Kingmaker.
Introducing Linzi: Your Own Personal Chronicler
Before we begin - please check out our companion miniature poll
Dear Pathfinders! As you may recall, one possible add-on for backers of the boxed edition of Pathfinder: Kingmaker is a companion miniature. But which companion should be granted this honor? 11 characters will join you on your adventure in the Stolen Lands, but only one of them can be immortalized as a miniature. Which one is it going to be? That decision is up to you - our community! If you would like to vote in the companion miniature poll, hop on over to our official forums here: https://owlcatgames.com/forums/forum.php
You can find the poll at the very top of the ‘Dev Forum’ section. Please note: you can only access the Dev forums if you have transferred your Kickstarter pledge to our backer portal. If you still need to do this and require like help and instructions, please send us an email to [email protected] and we'll lend a hand!
It's time to meet a very special member of your party: Linzi the halfling bard. Linzi used to be a student at the Pitax Academy of Grand Arts, but was expelled for "impudence towards persons of the highest esteem" — that is, for writing a raunchy limerick about Castruccio Irovetti, ruler of Pitax. Unabashed, she moved on with a bold plan: to find the next great hero in the making, join their party, and document their road to victory in the greatest book Golarion has ever seen. She has chosen you as her main character, and she's not leaving your side before she sees the end of your great adventure! Sure, she never got her degree, so her turn of phrase might be a bit awkward sometimes, and she might use her artistic license to exaggerate things a bit... But only to deliver the best account possible of your noble (or ignoble) deeds! What she lacks in bardic education, she makes up for in devotion to her vocation.
Don’t let Linzi’s cheerful personality fool you – when it matters, she has a fierce spirit, loyal to her friends, and determined to follow them to glory, no matter what stands in their way. There is history to be made, a story to be told, and she is adamant to be there from the prologue to the last page. However, don't expect her to flatter you: Linzi is a free spirit who holds little reverence towards noble titles. She truthfully records your deeds, good or evil, and leaves it to the future generations to judge what kind of person you were.
Like all bards, Linzi can handle regular blades and bows, and protect herself with light armor and a shield. She is also quite competent with magic, but her true power lies in her music — she can compose enchanting songs that inspire heroism in her allies, and makes her enemies tremble.loading...
Linzi is eager to help you rule your realm. Charismatic and well-meaning, she makes for a great diplomat who always tries to find a mutually-beneficial solution for all parties. She is also willing to lend a hand to support your young kingdom's cultural life, and let the artistic talents of the people flourish.
Hail to the Kings!
Learn more about Depth of Destinction's character classes, UI and balancing in the following DevLog:
Build 38 - Character Classes, UI and Balancing
Depth of Extinction First Access » Devlog
It’s been in the works for a few months now, but the Character Class update is finally here! We wrote down some details about it and covered the initial five classes in this blog post. We’ve also brushed up the UI again for this build, as our artist Sebastien (@vakerics) has done some spiffy new icons for the character and weapon classes, plus for icons that are used in other places in the UI. This Build was pretty complex, as you can tell by the version number, as we did 7 revisions to the initial Build 38. I think that is our most ever.
Unfortunately, this update resets save data but we think it’s worth it to start over and experience the new classes! Read on for all the details
First, let’s talk about the skills that can be unlocked in these five new classes first. Each class has 3 skills that can be unlocked when the stat value for the class is upgraded to a particular level.
Screeg spotted a The New World update:
CSG update #23 - State of the Game (the first screenshots)
2017 was a busy year: we did a lot of programming and animation work, produced a lot of art assets, defined locations (quests, places of interest, key characters), factions (leaders, relationships, goals), expanded the Pit’s quests, finalized the systems, and did a lot of work on the first two locations, so we started 2018 in a pretty good shape.
Our main goal for this year is to release a combat demo. It’s a major milestone as it’s practically a game in itself. We do that, it means we have the engine (fully customized for what we need), all systems except stealth, all art assets and animation, interface, and TONS of small things that take a lot of time. It’s a massive amount of work and it took us 5,5 years to reach this point with AoD. If we do it in 2 years this time around, it will mean that we’re right on schedule for 2020 release and give us 2 years to work on quests and locations.
Here is Nick, our programmer, reporting live from his bunker:
- Map grid. In CSG, the tiles are aligned according to the surface angle and look better by not sticking into the ground;
- Non-combat and combat pathfinding. Two separate systems now, which allows smooth movement when exploring locations and good old tactical tile-to-tile movement in combat. Your combat path is also displayed with a nice spline, so no more uncertainty of "where exactly will my character move when I click here" kind;
- Map checking system that spawns warnings if certain map objects are not configured properly - this should decrease the amount of level-design bugs;
- Hierarchical item classes and visual item editor;
- The flexible structure of character classes that allows adding new creature types with a different appearance, item slots and behavior easily. Implementing new creature type was a big task in AoD/Torque and required writing a lot of code from scratch every time;
- Party system. Better-looking party following, comparing to DR;
- Animation system based on a proper state machine this time. Animations blended with ragdoll, which should help to avoid situations like dead/knockdown characters sticking into the wall;
- Inventory system and screen. Inventory space is now grid-based;
- Character screen;
- Dialogue system, screen, and visual node-based dialogue editor;
- Cover system which provides defense bonuses based on cover type and angle of enemy's fire;
- Combat exit areas - special tiles, Fallout-style, that allow player to flee from combat and execute attached scripts;
- Overhead icons, more informative than in previous games, since they now can display progress bars, numbers, and other useful context-based information;
- Discrete hitbox/collision system. We got rid of the chaotic line of fire and attack results that were animation-based. In AoD/DR the cursor could report you that you are able to hit a target, but then, when you click, your enemy would turn around or scratch his butt, and your arrow could fly past him despite all the odds;
- RPG Camera, replicated from AoD, also includes optional orthographic projection mode;
- Doors (prototype, not final)
- Basic destructible environment;
- Building system (floors visibility, interior/exterior objects)
- Basic combat system (weapons, attack modes, THC calculation, hitting, missing, simple RNG) and combat flow (start, end, combat queue, detecting enemies, advancing turns). No status effects yet.
- Global and local quest variables and game states;
We still don't have:
- Combat and non-combat AI;
- Implants system;
- Learn-by-doing XP mechanics;
- Nice visual effects (laser beams, muzzle flashes, etc);
- Character creation screen and PC customization (currently in progress);
- Combat status effects (knockdown, bleeding, etc);
- Gadgets and grenades;
- Travelling between areas;
- Saving/loading games;
- Options menu;
It will take us probably around six months to finish these tasks.
Here is our work in progress. We finished the first armor set 2 weeks ago and were still tweaking it 5 min ago, so it’s as rough as it gets, function over form. Same goes for everything else – the models, hair, animations, and clothing will be worked on and improved over many months.
We posted these screens for two reasons:
- Show the state of the game (that proverbial picture that’s worth a thousand words)
- Show the targeted level of details, the art direction, and what to expect from the new engine
The Den of Geek checked out the action RPG Monster Hunter: World:
Monster Hunter: World Review
Monster Hunter: World is the most polished installment in the franchise and lots of fun to play, too.
The backbone of Capcom’s Monster Hunter series - a sweet and simple gameplay loop that sees players hunt ferocious monsters and then improve their gear and skills before questing after bigger, badder monsters - remains as sturdy and addictive as ever in Monster Hunter: World. It’s the grandest, most inclusive installment in the series yet, with lush, sprawling environments teeming with creatures that are equal parts eye-catching and terrifying. Longtime fans will feel right at home, and newcomers will find a deep but accessible action RPG to sink their teeth into.
What’s immediately striking about World is its colorful menagerie of monsters, each more imaginatively designed than the last. There are Anjanath, which ostensibly appear to be run-of-the-mill T-Rex but boast furry, spiky tails and accentuated bird-like features. The toxic, tongue-waggling Pukei-Pukei look like frog/lizard hybrids with feathers, and the pachydermatous Barroth bulldoze through everything in their path with tumorous, rock-like crowns. Coming face to face with these fantastical creatures is one of the game’s greatest joys, but things only get better after that initial moment of awe.
@DSOGaming A new mod has been announced by Abyss Team for Divinity: Original Sin II called Divinity: Into The Abyss. This mod is based upon the events of the main game and may contain spoilers.
The Abyss Team has just detailed a new ambitious mod for Divinity: Original Sin 2, called Divinity: Into The Abyss. Divinity: Into The Abyss is a new campaign that will take the player to a whole new land, add some new systems to the game, improved and customized AI and above all a new R.T.S.(Real Time Strategy) mode where the player gets to create a faction and lead it across the new and some old maps.
Avernum 3: Ruined World has been released on Steam to a 10% launch discount.
About This Game
The conclusion to our hit indie fantasy trilogy! Avernum 3: Ruined World is an epic, indie fantasy role-playing adventure with many hours of gameplay. Explore an enormous world that evolves as time passes. Towns are destroyed. Refugees flee. Disasters happen.
Your people long to escape from their underworld prison, but the surface world is being destroyed. Fight plagues of bizarre monsters and win your freedom. Enjoy an intricate tactical battle system with multitudes of abilities, character traits, and unique magical artifacts.
Avernum 3: Ruined World features:
- Epic fantasy adventure with over 60 hours of gameplay. Explore an enormous underworld and a huge surface continent.
- Rich game system with over 60 spells and battle disciplines and a multitude of beneficial character traits to choose from.
- Well over 100 towns and dungeons, which change as time passes. Cities crumble as the monster plagues advance.
- Fight to save the world. Or don’t! Do odd jobs. Be a bounty hunter or merchant. Buy a house.
- Unique races and settings make Avernum different from any adventure out there.
- Over 100 side quests and hundreds of magical artifacts.
The story of Avernum 3 is self-contained, and previous experience with Avernum games isn't required.
Way of the Samurai 3 is an action RPG available on GOG for 50% off until February 6th.
Release: Way of the Samurai 313 hours ago
Can you survive a thousand cuts? Way of the Samurai 3 is now available 50% off until February 6, 2PM UTC. Buy them together and get 15% off Way of the Samurai 4.The acclaimed open-world action/RPG series marches on with the epic journey of a tormented lone samurai who must weave his own destiny into the bloodied tapestry of the Sengoku era. Build your story out of dozens of choices and cut your enemies with your customizable weapons, your sharp wit or perhaps your weighty gestures.Find extra weapons and accessories inside the Deluxe Edition (-40%), or Upgrade later.loading...