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Wed 25 November 2020

Preview - posted by Infinitron on Wed 25 November 2020, 01:09:13

Tags: CD Projekt; Cyberpunk 2077

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It looks like there isn't going to be much news about anything besides Cyberpunk 2077 this month. As promised last week, CD Projekt have released new footage of the game running on PlayStation, both current and next gen. This time, the footage consists of various scenes from the beginning of the Nomad lifepath. It's probably not a coincidence that this same section of the game appeared in a recent gameplay leak. The video start outs in the badlands outside Night City, where the protagonist and his friend Jackie appear to be smuggling contraband across the border, and concludes with a vehicular action sequence set in the city proper.


Lots of dialogue and driving scenes, almost no regular gameplay. At least it was easier to get a sense of what was going on in this one.

There are 91 comments on Cyberpunk 2077 PlayStation Gameplay Footage


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Thu 19 November 2020

Game News - posted by Infinitron on Thu 19 November 2020, 23:09:13

Tags: CD Projekt; Cyberpunk 2077

Before its recent delay, today was supposed to have been the release date of Cyberpunk 2077. Instead it's become the date of the fifth and final episode of the Night City Wire. This is a big one. The episode starts out with a new trailer about Johnny Silverhand, the dissident rockerboy played by Keanu Reeves who accompanies your character throughout the game as a digital ghost. That's followed by a behind-the-scenes featurette and six minute Q&A session about CD Projekt's work with Keanu, and then two more features about the game's soundtrack and lip sync algorithm(!). The highlight of the episode however is the extensive gameplay trailer at the end, which offers a look at every aspect of Cyberpunk 2077 and its setting. Some of you might find your hype levels recharging after watching this.


A handful of preview articles appeared on the web after the episode concluded. I'm guessing most outlets have chosen to wait until next month and just publish their final reviews of the game instead. Here's the list of previews:

Despite certain persistent rumors, it's hard to imagine that Cyberpunk 2077 will be delayed again now. I wonder what else CD Projekt have planned for us in the remaining three weeks.

There are 28 comments on Cyberpunk 2077 Night City Wire Episode 5: Johnny Silverhand, Gameplay Trailer and Previews


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Tue 17 November 2020

Preview - posted by Infinitron on Tue 17 November 2020, 23:51:45

Tags: CD Projekt; Cyberpunk 2077

Today CD Projekt unexpectedly decided to broadcast a special episode of their ongoing Night City Wire series, unveiling (at last) nine new minutes of Cyberpunk 2077 gameplay footage, as seen on current and next gen Xbox consoles. It starts out with a quest to locate a missing person, but there are so many cuts that it quickly becomes impossible to understand exactly what's going on. There's some driving, dialogue, combat, and a couple of encounters with Keanu Reeves' Johnny Silverhand. At some point the game switches to a different quest and it ends with a rather horrific braindance recording.


According to the accompanying press release, CD Projekt also plan to release some PlayStation gameplay footage at a later date. The next proper episode of the Night City Wire will be airing in two days, on November 19th.

There are 32 comments on Cyberpunk 2077 Night City Wire Special: Xbox Gameplay Footage


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Game News - posted by Infinitron on Tue 17 November 2020, 00:27:13

Tags: Brace Yourself Games; Phantom Brigade

Back in 2018 we reported about Phantom Brigade, a promising-looking tactical mech combat RPG in development at Vancouver-based indie studio Brace Yourself Games. There hasn't been a whole lot of news about the game since then, with the developers seemingly focusing most of their efforts on their other game Industries of Titan, but last year two important things happened. First, the game switched from turn-based combat to a Frozen Synapse-style simultaneous turn-based hybrid system. Second, they announced that it would be releasing on Early Access in 2020, exclusively on the Epic Games Store. The game was finally released today, nearly a year and a half later. In addition to the launch trailer, Brace Yourself released a developer walkthrough video last week that offers a good look at its fancy combat engine. I'll post those here along with an excerpt from the Early Access FAQ:



WHAT IS PHANTOM BRIGADE?
Phantom Brigade is a hybrid real-time and turn-based tactical RPG, focusing on in-depth customization and player-driven stories. As the last surviving squad of mech pilots, you must use your advantage of prediction technology to capture enemy equipment and facilities to level the playing field. Outnumbered and out-gunned, we need you to lead the Brigade through a desperate campaign to retake their war-torn homeland.

WHAT IS EARLY ACCESS?

Early Access is a period in which players can purchase Phantom Brigade early if they would like to support development, help shape its future, or simply experience the game before 1.0. During this time we’ll continue to add features, balance the game based on player feedback and further polish the game.

WHY EARLY ACCESS?

Early Access allows us to get your feedback as early as possible so we can make Phantom Brigade the best game it can be. We’re bursting with ideas and want you to help us shape the future of the game.

HOW LONG WILL THE GAME BE IN EARLY ACCESS?

We are currently planning on having Early Access for at least a year. However, this could change if we feel like the game is not ready for a full 1.0 launch.

HOW IS THE FULL VERSION PLANNED TO DIFFER FROM THE EARLY ACCESS VERSION?

The full version will have additional features, more content, better game balance, cinematic tools, and improved mod support.

HOW OFTEN WILL YOU BE UPDATING PHANTOM?

Phantom Brigade will see one major update to the game per month, similar to our other project Industries of Titan. Phantom Brigade major releases should land on the 3rd Tuesday of every month. The Experimental branch of Phantom Brigade will likely see an update a week at least as we roll out our new features for testing.
The Phantom Brigade Early Access build is available on the Epic Games Store for $30. No Game Pass workaround for this one, I'm afraid. At least the final release will be on Steam, although if other games that have done this are any example, it wouldn't surprise me if it's still in Early Access when it arrives there.

There are 16 comments on Simultaneous turn-based tactical mech combat RPG Phantom Brigade now available on Early Access


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Thu 12 November 2020

Game News - posted by Infinitron on Thu 12 November 2020, 23:29:03

Tags: The Dark Heart of Uukrul

In a pleasant surprise, the classic 1989 roleplaying game The Dark Heart of Uukrul was released on GOG today. Although an obscure title by most accounts, Uukrul is well-known on our forums. That's due in no small part to it being the favorite game of our former editor Crooked Bee, who interviewed co-creators Ian Boswell and Martin Buis back in 2012. We owe its return to one Scott Greig, a fan who contacted Ian & Martin and organized the logistics of its release on GOG, apparently via his publishing company Moon Books. Sadly, Scott passed away in March, leaving Uukrul as his final legacy. GOG's release announcement begins with a tribute to his efforts:

Highly requested first-person RPG classic The Dark Heart of Uukrul joins GOG.COM’s always-growing library of titles today. Originally released in 1989, it's one that holds a special place in many people’s hearts, including Scott Greig (Kill0byt3), who sadly passed away while working on bringing this game back to gamers everywhere.

Scott had a monumental role in re-releasing this game. Sadly, he passed away back in March 2020, while working on making it a reality. According to GOG Stream Team member, Kilg0re, “Scott was a huge fan of the game. He contacted the devs, got them interested, and organized the re-release with the two people responsible for making it, Ian Boswell and Martin Buis.”

His friend, Gregory Wilson (ArvanEleron), also wanted everyone to know how dedicated Scott was to the project: “Canada and Winnipeg area native Scott Greig was a graphic designer and web designer, an aspiring author, streamer, and lover of video games. For a number of years, he was the webmaster and principal graphic designer for GOG's Twitch streamer ArvanEleron, responsible for many of his on stream videos, overlays, and graphics (several of which are still featured every week on Arv's Pen & Pixels show on GOG). Scott was also a mod on a number of channels, and both well-liked and well respected by many online and offline communities.”

So, if you aren’t familiar with this classic game, we’ll catch you up to speed so you can hopefully get a better understanding of why Scott and so many others wanted to see this game brought back from the limbo of history and onto modern PCs everywhere.

The Dark Heart of Uukrul is a first-person turn-based RPG that has you playing as a party of four. You’ll take control of some classic high fantasy characters: a fighter, a paladin, a priest, and a magician.

In Eriosthe, a huge underground city, there are winding tunnels and twisting caverns, monsters that you’ll need to fight, and puzzles that you’ll need to solve. It’s not all doom and gloom though, as safe havens created by the Ancients will give you a place to heal yourself, teleport to other areas, and even level up your team of adventurers.

Need to get some new gear? You’ll need to make your way over the lone marketplace, where traders and cooks are more than happy to make a deal with you. In the case you’ve lost party members along the way, you’ll be able to revive them at the mausoleum, or you can visit the local guild to replace them.

The game is a hidden gem in a sea of RPGs from that era, and what makes it that way is that not only was it not really marketed, but it was released near the end of the Apple II’s lifespan, meaning many gamers missed out on this title.

Thankfully, through Scott and other people’s hard work, The Dark Heart of Uukrul is getting a second life.​

What a story. Somehow it seems appropriate that this would be the game to inspire a loyalty literally to the death. If you'd like to see it for yourself, The Dark Heart of Uukrul is available on GOG for $6.

There are 62 comments on The Dark Heart of Uukrul released on GOG


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Tue 10 November 2020

Game News - posted by Infinitron on Tue 10 November 2020, 13:55:54

Tags: Animmal; The Way of Wrath

Animmal's shamanistic tactical RPG The Way of Wrath was supposed to participate in the Steam Autumn Game Festival last month, but was withdrawn at the last minute. Instead the game will take part in the Winter Festival scheduled for February, which is also when its long-planned Kickstarter campaign will launch, according to yesterday's announcement. Here's the enthusiastic announcement video and accompanying press release:



Tbilisi, Georgia -- November 9th, 2020 -- Independent developer Animmal today invites players to sign up for their new Kickstarter page for the upcoming narrative-driven turn-based RPG, The Way of Wrath, ahead of the crowdfunding campaign in Q1 2021. The Way of Wrath takes you on a harrowing journey through a shamanistic world full of mystery and danger that will make you fall in love with roleplaying games all over again.

Sign up today and be notified when the campaign goes live: https://www.kickstarter.com/projects/animmal/the-way-of-wrath-rpg

Prior to the Kickstarter launch, Animmal will be hosting a range of community events, offering a chance to win exciting The Way of Wrath merchandise and the opportunity to get involved in important game design decisions. The developer has planned a number of streaming sessions, during which they will work with the community to design in-game assets, including easter eggs, characters, weapons and even a quest. The community will also be able to vote which Kickstarter stretch goals should become a priority. Known for active community engagement, Animmal also has a number of update videos and sneak peeks into the development lined up, as well as rewards throughout the whole Kickstarter campaign.

The Way of Wrath is our love letter to masterpieces like Baldur’s Gate, Zelda and Deus-Ex, and we want to challenge your creativity, reward experimentation and capture your imagination the way those games have over the years,” said Dato Kiknavelidze, Co-Founder of Animmal. “We’re extremely excited to launch the Kickstarter campaign for The Way of Wrath and offer loads of exclusive rewards for our backers in return. Sign up early so you don’t miss out!”

The Way of Wrath is a narrative-driven tactical RPG featuring turn-based, dynamic combat and a non-linear world where your decisions matter. Journey through a meticulously handcrafted landscape, carrying out quests and interacting with NPCs, each with their own interactive storylines influenced by the choices you make. Unrelenting environmental hazards, scarce supplies and vicious enemies are only a few of the adversities you will encounter as you work to rebuild a rundown fort and maintain the morale of the troops in the face of an oncoming enemy onslaught.

Keep up to date and follow The Way of Wrath on Twitter, Facebook and Discord.
Animmal plan to release another beta of The Way of Wrath later this month. This build will be focused on improving the game's combat system and will feature an arena mode. If you'd like to join in, signups are still open on the official website.

There are 23 comments on The Way of Wrath coming to Kickstarter on February 1st

Interview - posted by Infinitron on Tue 10 November 2020, 02:07:57

Tags: Arcanum: of Steamworks and Magick Obscura; Chad Moore; inXile Entertainment; Troika Games; Vampire: The Masquerade - Bloodlines

Chad Moore is a Black Isle and Troika veteran who got his start in the industry as an artist and is currently the co-director of inXile's unannounced next RPG alongside Troika founder Jason Anderson. He's also the author of a little-remembered short story entitled "An Unfortunate Affair" that was available on the official Arcanum: Of Steamworks and Magick Obscura website back in the day. After encountering said story, ValH from Gamebanshee decided to have a chat with the man. The resulting interview is mostly about Arcanum, but also includes a few questions about Vampire: The Masquerade - Bloodlines and Carbine's ill-fated MMO Wildstar, which he worked on alongside Tim Cain. Here's an excerpt:

GB: You were heavily involved in the production of Troika Games’ Arcanum: Of Steamworks and Magick Obscura. In fact, your alter ego, Sir Chadwick Moore, was immortalized in one of the loading screens as the author of “An Unfortunate Affair,” a very much real short story that served as a piece of foundational fiction for the game. Can you tell me something about how that story, and the game’s unique world that combines magic and steampunk technology, came to be?

CM: That was a really fun and interesting project that I took on soon after joining the team at Troika. We had already done a lot of early world-building, but we needed something to bring all of those great ideas into a more compelling picture of what the world was like. And so “An Unfortunate Affair” was born. It ended up being a lot longer than I’d originally planned – but I think it was really successful in communicating what was unique about the game world. It was really useful for the team as a creative target, and I remember the community really enjoying it when we released it later on.

GB: Where does this story of yours fit into the bigger picture? It mentions Tarant, the game’s biggest hub, features some prominent NPCs, describes a good number of spells and technological gadgets, and even sneaks in a mention of the infamous gnome conspiracy quest. Did you have some reference document when writing about all those things or did you invent them for the story? What's the chicken and the egg situation here like?

CM: It was a little bit of both. Things like Tarant, Tulla and the gnome conspiracy were already an established part of the lore – and I wanted to weave them into the narrative. But I created the characters from whole cloth to tell this particular story, and made up a few gadgets and spells along the way. The best part about the whole experience was going back and weaving those characters back into the game itself – so you could meet Perriman Smythe in Tarant, or Sebastian in the Boil, and recruit them as followers. Even Willoughsby and Lorham made cameos. My inner lore nerd still gets a little giddy just thinking about it.

GB: Beyond that story, which parts of the game you personally worked on? Which were your favorite?

CM: Outside of the character models that I modeled and implemented into the game, one of my main responsibilities was writing and scripting many of the followers. Each of them had different stories and personalities, and many of them would react differently (and sometimes violently) depending on who else was in the group. It was a very complex exercise, but very cool in those situations where their reactivity was on display. There were some really great personalities in there as well – from Magnus Shale Fist the secret descendant of the legendary Iron Clan to Franklin Payne the world-renowned explorer.

GB: An individual by the name of Edward R. G. Mortimer is credited as the game’s main writer. From what I can tell, he was an editor and contributor to Judges Guild, a pen and paper RPG publisher from way back in the day, but very little is known about him. Can you shed some light on who Mr. Mortimer really was and what he did for Arcanum?

CM: My memory on this was pretty fuzzy, so I had to go straight to the source: Tim Cain. Tim told me that Edward G. Mortimer was a designer from the Judges Guild - a company that made modules for D&D and AD&D back in the 70’s and early 80’s. Mortimer wrote some really good modules for them, so Tim contracted him to do some additional writing for Arcanum. Back then it was much more difficult to coordinate with employees remotely, so most of what he wrote was additional material for our generated dialog system. Although he didn’t end up being a major contributor over the long term, Tim was happy to have worked with (and hired, in fact!) one of his favorite JG designers.

For my part, the one thing I remember about Edward R. G. Mortimer was that he had the snazziest pair of rainbow suspenders I have ever seen.

GB: Now, let’s move on to some of your other projects. While you were still at Troika, you had a hand in making Vampire: The Masquerade - Bloodlines happen. And once again, it looks like you were involved in pretty much everything from character art to the game’s main story. What are some of your favorite memories about that project?

CM: Bloodlines was such a great project. I remember meeting with the guys from White Wolf to talk about the WoD, and then getting a huge box full of all the source material to dive into. I remember meeting Gabe Newell up at Valve and talking about how could we use the source engine to create our world. Lots of late nights with Leonard and Jason talking about the best ways to translate the VtM systems into the game. About what city the game should take place in. About the kinds of music that best represented the game’s vibe. Creating the first prototype with Jeanette, an alleyway, and a creepy basement (parts of which showed up in Gimble’s Prosthetics years later). Writing the game’s main story arc. Creating the Malkavian’s language. Modeling characters like the Nosferatu, the Tzmisce, and the Werewolf. Directing voice over and hearing our characters come to life through talented folks like John DiMaggio, Courtenay Taylor and Gray DeLisle. Watching a coven of dominatrix vampires spank fans with a leather horsewhip on the show floor at E3. Those were just a few of the highlights. But the best part was that we had a great group of devs who really cared about making a cool game. Many of us still keep in touch to this day.

GB: Between Arcanum and Bloodlines, you worked on both isometric and 3D action-RPGs. Which way of doing things do you prefer? Why?

CM: 3D ARPGs are definitely my favorite of the two genres. Personally, I like the more immersive experience that a first-person game provides, coupled with skill-based action-mechanics that you can enhance and progress through role-playing systems. There’s an immediacy to that kind of experience that I really enjoy. I’ve always felt that Bloodlines was ahead of its time in this respect – a truly deep and immersive story-driven RPG blended with a fun and engaging action game. In many ways it’s become the template for what many consider the modern RPG.
I guess that last question probably tells you what inXile's unannounced RPG is going to be like. In fact, we recently noticed that Chad and Jason Anderson have been maintaining several collections of steampunk-themed images on Pinterest, so maybe this entire interview is an early clue.

There are 38 comments on Troika veteran Chad Moore talks Arcanum, Bloodlines and more at GameBanshee

Sat 31 October 2020

Game News - posted by Infinitron on Sat 31 October 2020, 17:31:39

Tags: Colony Ship: A Post-Earth Role Playing Game; Iron Tower Studio; Vince D. Weller

It's been a quiet month and a half on the Colony Ship front, but development on the game has continued. The beta test for the first chapter is still on track for December, with the public Early Access release now scheduled for March. Iron Tower have improved the enemy AI and finalized the game's first non-human enemy type - the turret. The main topic of this month's development update is a particular scenario that involves said turret. In the struggle for control of the Pit between Jonas Redford and Jeremiah Braxton, a player who sides with the latter might volunteer to prevent the townsfolk from interfering while Braxton's Regulators take Jonas out. The accompanying batch of screenshots demonstrates three ways in which this scenario might play out:

[​IMG] [​IMG]
[​IMG] [​IMG] [​IMG] [​IMG]

We continue working on quests and mechanics, aiming to start beta-testing the first 3 locations in Dec and release on Early Access in March next year.

Now the AI can 'see' and open doors, which will make the game of hide n seek more fun, at least for the AI. We added the first non-human enemy – a turret. You probably saw one in the combat demo, but that was a lifeless 3D model. Now they have stats (for different types), animations (rotate and fire, take damage, etc), and combat behavior. The turrets use proper ammo (not the magical unlimited ammo), so the faster you kill one, the more ammo you'd loot. If it's a friendly turret, you can share your own ammo with it to make sure it won't run out of bullets too soon.

Since you're here for some screens, let's illustrate multiple solutions in combat-heavy scenarios and show our new turret. As you probably know, the starting town's conflict is between Jonas representing freedom, Deadwood-style, that some might call lawlessness and Braxton representing law & order that some might call gubment telling folks what to do and – to add insult to injury – charging tax for the privilege.

It won't be much of a spoiler to tell you that the conflict ends up in a shootout, but what if open assault isn't your style? Then (upon request) you'll be tasked with preventing the locals from coming to Jonas' aid while Braxton's forces do all the heavy lifting. So that's two very different options already but the design miracles don't stop there.

Once you go down that path you get 3 new options: diplomacy (which in turn branches into relying on Impersonate to con the local yokels and Persuasion to convince them that resistance is futile), combat (in case you change your mind and decide to fight after all), and a mix of thievery and jury-rigging. There's an old turret there that's been stripped for parts. You can explore the nearby area while you have time (Lockpick will help a lot here), find the parts and some ammo, and use your Computer skill to fix the targeting module.

That's it for today. Next month we'll show you the Hydroponics and hopefully announce the upcoming beta-test. Stay tuned.
Good stuff. Presumably Hydroponics will be the third location included in the Early Access build, the second being the Armory which we saw back in July.

There are 17 comments on Colony Ship Update #48: Multiple Quest Solutions

Thu 29 October 2020

Game News - posted by Infinitron on Thu 29 October 2020, 19:54:51

Tags: Sleepy Sentry; Slitherine; Stirring Abyss

Stirring Abyss, the Lovecraftian deep sea tactical RPG from Finnish indie studio Sleepy Sentry, is finally out today after over four years of development thanks to the assistance of strategy game publisher Slitherine. Several of our users tried out the free demo that was available earlier this month during the Steam Autumn Game Festival and found it to be decent. Over the past two weeks, Slitherine published three additional sneak peek updates with details about the game's mutations, skills, items and traits. For the launch, they've put together both a creepy cinematic launch trailer and a two minute gameplay overview. I'll post them here along with the accompanying press release:



Epsom, October 29th. Stirring Abyss, the squad based tactical RPG inspired by H. P. Lovecraft's mythology, is now out on PC.

Stirring Abyss is the story of a submarine crew which bogs down at the bottom of the Ocean during the Cold War. They are forced to explore the bottom of a sea where unspeakable horrors and tentacled abominations run rampant. Loosely based on Lovecraft's short novel The Temple, Stirring Abyss is the first indie game published by Slitherine under the K-Project program.

For those passionate about narrative gameplay, Stirring Abyss comes with a Narrative Mode that is perfect for players who are more interested in story and exploration. If you’re looking for a spooky adventure game set in the Lovecraftian universe, this mode will give you chills with little challenge.

On the contrary if you are an expert strategy player who craves challenge, Stirring Abyss’s Hard mode will test even the most experienced players. You must manage extremely limited resources and survive stronger and more deadly enemies if you are to have any hope of escape.

In Stirring Abyss you follow the horrifying destiny of the members of the USS Salem’s crew, as they suffer from disturbing nightmares and hallucinations after the discovery of an ancient, cursed relic. In Story Mode, you slowly unravel the mysteries of the depths in a desperate quest to rescue your missing crewmembers and fix the crippled Salem. The choices you make determine the fate of your crew – and that of the entire world.

Every expedition lives or dies by the strength of its crew. You have a diverse array of character traits and skills at your disposal, each opening exciting new options for both combat and story events. As you delve ever deeper, you may also subject your crew to powerful but grisly mutations; the price of survival is high, and no one escapes the abyss unchanged.

The horrors of the void hiding in the deep waters can become too much to bear, and your crew may experience episodes of exhaustion and insanity. Will their psyche get stronger, or will it be forever damaged? Only a game of dice with Fate itself will determine the outcome.

Salvaged resources can be turned into weapons, armor, or other useful supplies – or used to repair and upgrade the Salem, giving your crew a crucial edge in the fight for survival. The more you explore the abyss during the missions, the more chance you have of finding lost treasures of the deep.

The hauntingly beautiful environment holds many secrets and mysteries to explore, but danger lurks just outside the feeble circles of light you can bring with you. Be wise, and use your skills to scout the black waters and light up the path: unseen terrors may be hiding just out of sight.

Endless Mode pits your crew in a roguelike battle against a never-ending army of enemies that will grow stronger and stronger as you progress. It is the ultimate test of strategic ability as you not only decide how to improve your own squad, but also pick your poison and choose which powers your foes will gain.
Looks pretty cool. If you want to check it out, Stirring Abyss is available now on Steam and GOG for a reasonable $25, with a 15% launch discount until next week.

There are 39 comments on Stirring Abyss Released

Tue 27 October 2020

Game News - posted by Infinitron on Tue 27 October 2020, 20:11:18

Tags: CD Projekt; Cyberpunk 2077

CD Projekt announced today that Cyberpunk 2077 has been delayed yet again and is now due out on December 10th. I really didn't believe this would happen, but in retrospect the fact that they had another episode of the Night City Wire lined up for next month might have been a hint. According to the announcement, the reason for this last minute delay is that the company needs more time to test the game on the wide variety of platforms it's launching on.

Today, we've decided to move the release date of Cyberpunk 2077 by 21 days. The new release date is December 10th. Most likely, there are many emotions and questions in your heads, so, first and foremost, please accept our humble apologies.

The biggest challenge for us right now is shipping the game on current-gen, next-gen, and PC at the same time, which requires us to prepare and test 9 versions of it (Xbox One/X, compatibility on Xbox Series SIX, PS4/Pro, compatibility on PS5, PC, Stadia)... while working from home. Since Cyberpunk 2077 evolved towards almost being a next-gen title somewhere along the way, we need to make sure everything works well and every version runs smoothly. We're aware it might seem unrealistic when someone says that 21 days can make any difference in such a massive and complex game, but they really do.

Some of you might also be wondering what these words mean in light of us saying we achieved gold master some time ago. Passing certification, or 'going gold', means the game is ready, can be completed, and has all content in it. But it doesn't mean we stop working on it and raising the quality bar. On the contrary, this is the time where many improvements are being made which will then be distributed via a Day 0 patch. This is the time period we undercalculated.

We feel we have an amazing game on our hands and are willing to make every decision, even the hardest ones, if it ultimately leads to you getting a video game you'll fall in love with.
It's only a three week delay, but still, lol. It would be nice if they made up for this by finally showing us some uncut gameplay footage for the first time since 2018.

There are 62 comments on Cyberpunk 2077 delayed yet again to December 10th

Game News - posted by Infinitron on Tue 27 October 2020, 19:29:42

Tags: Baldur's Gate 3; Larian Studios

The Baldur's Gate 3 Early Access build received its second major patch today. The patch includes the usual raft of bugfixes, but the highlight seems to be an overhaul of the game's dialogue cinematics. In the accompanying community update, Larian also shared some more telemetry data about players' romance choices and other things.

Hello everyone!​

It’s big patch time. But this time, not only are you going to feel the improvements, you’re also going to see them. As we’ve previously said, Early Access is about improving and iterating on every single facet of the game, and that includes all of the things you see and hear.

In this big patch, we’ve got general fixes for cinematics such as this one below. He was starting to get a crooked neck, and we’re pretty sure he doesn’t have health insurance so we helped him out a bit.

It’s not just about tweaks though. As many of you know, despite playing through the Early Access content sometimes for up to a hundred hours or more (wow!) you still haven’t seen all of the content, because incrementally new things are seeded into the game. In this case, a missing cinematic. Where once was darkness, there is now light!

See if you can spot the differences in the game for yourself, or continue to read this Community Update with attached patch notes for spoilers. You know you want to.

A certain song has also been ‘re-shot’ by our cinematics team, which gives you an excuse to check it out again. Did you need one? Side note: we’ve been watching your reactions to this song in your VODs and YouTube videos, as well as in various streams, and the reactions are beautiful. Watching you play the game as we improve it is very motivating for all of us.

On the topic of music and joy, last week saw the Symphony of Sin, which included the first ever live performance of some of the music from Baldur’s Gate 3, as well as some wonderful songs from Divinity: Original Sin 2. You can watch the VOD here, it’s well worth it:

With that said, let’s look at some of the data that’s been making us smile over the week.

Everyone knows you can pet the dog in Baldur’s Gate 3, but did you know the dog has been petted 400k times? Such a good boy deserves that many pets.

Speaking of good boys, last update we discussed how Gale was ultimately attacked quite a lot. Check out last week’s update for the stats on that. Somewhat contradicturally, he’s the most “romanced” of the party. He’s been “romanced” by 33% of players. Shadowheart came second, falling in love with 31% of players, and in return 31% of players fell in love with Shadowheart.

1.37% of players chose to sleep alone. Which is cool too! We have the other stats, but thought it might be fun if you gave it a shot and guessed them. One thing we’re seeing is the stan memes aren’t correlating with the actual “romance data”. For sure, there’s enough tinder in the campfire to ignite some flames.

On a less romantic note (though this really depends on your tastes), 5.87% of players tried to steal the ring… but 26.3% of those players merely sucked a toe. If you haven’t got there yet, you’ll know when you see it. Since we’re talking about failure statistics, many people have made it to The Underdark. But 40.79% of players who jumped down a large, dark hole arrived dead, because they leapt without Feather Fall.

We’re saving perhaps the most interesting until last. Slight spoiler, so if you don’t want spoilers, don’t read this. You may know that at a point in the game, you may side with one of two factions: the Tieflings against the goblins, or with Minthara who demands the gates are opened for the goblins to attack the Druids Grove.

74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems.

An optimistic note to end on.
See the full update for the changelog and animated GIFs of some of those tweaked cinematics.

There are 17 comments on Baldur's Gate 3 Community Update #10: Patch 2 - Romance Numbers & Cinematic Tweaks

Fri 23 October 2020

Game News - posted by Infinitron on Fri 23 October 2020, 19:04:54

Tags: Obsidian Entertainment; The Outer Worlds

There was a lot of drama when The Outer Worlds was announced as an Epic Games Store kinda-exclusive back in March 2019, but thanks to Microsoft's Game Pass and piracy that turned out not to be such a big deal. Nowadays, in this year of covid lockdowns, Baldur's Gate 3 mania and the impending release of Cyberpunk 2077, Obsidian's game feels like a relic from an earlier, less ambitious age. Still, I suppose its release on Steam and (surprisingly) GOG today might be of interest to those who were waiting for the game to appear on their favored platform before playing the DLCs. Here's the new launch trailer, which is just the original with review scores and a different ending slide:


The Outer Worlds is available on Steam and GOG for $60, with a hefty 50% launch discount for the next two weeks. No discount for the expansion pass, though. The game's second and final expansion, Murder on Eridanos, is still on the way and will arrive sometime early next year.

There are 147 comments on The Outer Worlds released on Steam and GOG

Thu 22 October 2020

Game News - posted by Infinitron on Thu 22 October 2020, 23:20:23

Tags: Epyx; Pixel Games UK; Rogue; Temple of Apshai Trilogy

Over the past few years, a minor industry has emerged around the acquisition and rereleasing of various antique video games. The latest company to join this field is a firm by the name of Pixel Games UK, who have apparently picked up the rights to the catalog of 1980s developer Epyx. That's what allowed them to release two very old RPGs on Steam this week - Temple of Apshai, the semi-realtime dungeon crawler originally released in 1979, and Rogue, the procedurally generated dungeon crawler from 1980 that gave its name to an entire genre. That said, both of the releases are based on later versions of the games published by Epyx in the mid-1980s. Pixel Games actually put together brief trailers for these, but since they don't appear to have a YouTube channel, I'll just post the descriptions. First, Temple of Apshai:

Relive the classic fantasy role play experience that spellbound players in 1985. This game was a remastered combination of the three games from the Dunjonquest series (Temple of Apshai, Upper Reaches of Apshai, and Curse of Ra).

Create a character, buy equipment, enter the dungeon and prepare for adventure. Explore and fight your way to hidden treasure and magical items. Gain experience, cure your wounds, recover from fatigue and survive to reach the next level.

All that lies before you cannot be foretold, even by the Oracle. I can tell you that the greatest adventure lies not in the din of sword or shield, or in the rapacious hoard of silver and diamond. Nor in the gleam of distant sunsets, or the firm visage of mailed warriors who guard ancient kingdoms. It lies within. Within Apshai. Within you.
And then Rogue:

In the early 1980s, a computer game emerged that changed the world of fantasy gaming forever. Randomly generated rooms meant that each journey into the infamous Dungeons of Doom was unique. The potent combination of random generation with perma-death proved to be intoxicating, and the game was so influential it spawned an entire genre: "Rogue-likes".

Now you too can experience the thrill of dungeon crawling for the fabled Amulet of Yendor in the original ASCII adventure.
  • Battle dozens of unique and powerful enemies.
  • Gather armor, weapons, food and other items to help you on your quest.
  • Scour rooms for secret hidden doors and traps.
  • Discover strange magical spells and potions, which have different wonderous effects every time you play the game.
  • Survive through 26 randomly generated levels, each more tricky and dangerous than the last, to find the Amulet, then escape... if you can!
How long has it been?

How many lifetimes have passed since I began my sojourn through this maze of underground passageways, of damp, dimly lit chambers? How long have I been alone, the only human among a menacing crew of hideous subterranean beasts, stumbling over forlorn reminders that others have passed this way before me... never to return!

Long before I forgot the warmth of the noonday sun or the refreshing coolness of the evening breeze, I forgot my name. Call me what you will. I am the Rogue.


For Rogue aficionados, you may wish to know that this particular version is Epyx Rogue v1.49 for the IBM PC.​

The Temple of Apshai Trilogy is available on Steam for $4, while Rogue is available for just $3 with a 15% launch discount until next week. I guess that's where they think the hype is.

There are 26 comments on Ancient dungeon crawlers Temple of Apshai and Rogue released on Steam

Tue 20 October 2020

Game News - posted by Infinitron on Tue 20 October 2020, 18:47:01

Tags: Solasta: Crown of the Magister; Tactical Adventures

Solasta: Crown of the Magister was announced only a few weeks after Baldur's Gate 3 back in 2019, and has inevitably come to be seen as that game's underdog rival in the 5E D&D isometric RPG space. Today it follows in its bigger brother's footsteps once again with an Early Access release. Here's the Early Access launch trailer, which was initially provided to IGN yesterday. The release announcement post isn't too interesting, so I'll add an excerpt from IGN's article about the game instead:



Create Your Own Party of Characters

Solasta is a single-player experience, but you will be responsible for creating and controlling four different characters. You won't be recruiting additional NPCs to your party as you progress, rather, your created party members will be with you and grow from start to finish. But what you choose is up to you. You can adventure with four halfling Rogues if you like, but you will benefit from a balanced team with not only different combat skills, but different abilities, languages, and more, since each class brings something special to a party.

For example, during my demo one of the characters was an Insight Domain Cleric – a custom subclass Tactical Adventures made for Solasta. – which allowed all Insight checks were automatically passed, making negotiations with NPCs much easier.

For each character’s stats, you can roll for them, use a point-buy system, or even customize them completely to your liking. With that much freedom, adapting your pre-existing pen-and-paper characters to Solasta should be that much easier. Or, you can create a bunch of super-powered heroes, whatever you want.

Because Solasta can only use the base SRD, don't expect the same subclasses and archetypes you’re used to from D&D. Instead, there are custom subclasses like the aforementioned Insight Domain Cleric created specifically for the Solasta setting.

There’s An Emphasis on Lighting

Lighting, and the lack thereof, has a strong effect on gameplay in Solasta. Characters that can't see in the dark will attack with lower accuracy without a light source. Some enemies are hurt and shy away from light, while others will be drawn to it and make it easier for your party to be found by malicious entities.

Torches can be used, and objects in the world can be lit with spells, but you can also use spells to light your own equipment like swords or shields. You'll need to learn the ins and outs of the lighting mechanic to make the most of your abilities in Solasta: Crown of the Magister.

And also… Verticality

The entirety of Solasta’s environments are built with Minecraft-like blocks to create intricate layers of verticality, and then covered with beautiful textures and lighting. You can use these layouts to your advantage to avoid enemies, but enemies can easily do the same against you.

This verticality also means spells like Levitate and Fly are especially useful, as the team planned to place things high out of reach, like treasure and secret passages.

Near the end of the build I saw, one final enemy continued to attack from up high on the ledge. The player chose to sling long-range attacks at it, rather than spend the turns climbing up to reach it. These decision-making events seem to be commonplace in Solasta.

Updates and Changes Based on Demo Feedback
Tactical Adventures has been hard at work taking feedback from the demos it has offered in the past. Of course, there have been a lot of bugs to fix, but they have also upgraded a few mechanics that players have complained about, like inventory management and weight capacity management. One of the biggest changes in Early Access compared to the demo is the camera. In Early Access, you can manipulate the camera fairly freely, both up close to your character and quite far away.

Another aspect players were frustrated by was not being able to tell why their attacks missed. Now, before attacking an enemy, if you are attacking at a disadvantage – which reduces your attack accuracy – a menu will tell you exactly why before you make the attack. In one example, a human was attacking with disadvantage because the enemy was in dim light, and humans do not have dark vision – explanations like this are designed to help you learn the system even while playing it.
The Solasta Early Access build is available on Steam now for $35, with a 15% launch discount until next week. If you were a Kickstarter backer, don't forget to unlock your supporter pack DLC too.

There are 38 comments on Solasta: Crown of the Magister now available on Early Access

Game News - posted by Infinitron on Tue 20 October 2020, 17:17:15

Tags: MicroProse; Urban Strife; White Pond Games

Back in August, we learned that White Pond Games' promising zombie survival RPG Urban Strife had been picked up by an unnamed publisher. Today they announced that the mystery publisher is none other than MicroProse, a revival of the legendary brand founded last year by one David Lagettie in cooperation with original MicroProse founder Bill Stealey. There's a new trailer to go along with this announcement, which offers a look at some of the game's nifty base-building elements. It's available at PC Gamer along with a brief description:



MicroProse, originally co-founded by Sid Meier almost 40 years ago, made a surprising return this year. It looks like it's picked up where it left off, publishing games that feel most at home on PC, typically with a tactical or sim bent. The latest is Urban Strife, a mix of turn-based tactics, management and roleplaying during a zombie apocalypse. Check out the trailer above.

Developed by White Pond Games, Urban Strife is set after the zombies have wiped out civilisation, but they've yet to finish the job and zombify every single human. That means you've got time to build up your shelter, make deals with a trio of factions, put together a team of gun-toting survivors and generally prepare for the return of the horde of wandering corpses.

So many turn-based tactics games get compared to XCOM these days, but Urban Strife's got more in common with the Sir-Tech classic Jagged Alliance 2. Like the tactical merc RPG, Urban Strife boasts a dynamic campaign where you'll have to go out and explore, chatting up NPCs and engaging in a bit of diplomacy in an effort to unite the last specks of humanity. This time, though, the NPCs apparently have their own lives and allegiances, with their morality determined by the faction they've joined.

Urban Strife's got a trio of factions: army rebels, a cult of zombie-lovers and a biker gang—standard post-apocalyptic fare—and you'll be able to work with them or, if diplomacy breaks down, add them to the large list of things that you have to shoot.

As well as fighting off any factions you've pissed off as you try to expand, you'll naturally encounter some of those moaning, shuffling zombies. The thing is, zombies usually suck in turn-based games. Fighting off hordes of enemies who sluggishly move one by one is a chore, but Urban Strife's reanimated corpses use a horde AI that means they all move in a single turn. Each is still an individual enemy, but when it comes to movement they all act as a single unit.

Like Jagged Alliance 2, you'll fight during the day and at night, and sticking to the shadows means you'll be able to sneak around and use melee for silent takedowns, or set up your squad for an ambush. You'll be sneakier at night, but using cover, stealth is still viable when the sun is out. And speaking of lighting things up, you can use fire as a weapon, which will dynamically destroy anything flammable that it encounters.

Urban Strife is coming out next year on Steam, but MicroProse says there will be an opportunity to play before that.
According to its Steam page, Urban Strife is now scheduled for release in Q3 2021. Earlier plans to release the game on Early Access this year have apparently been cancelled.

There are 23 comments on Urban Strife will be published by MicroProse, coming Q3 2021

Thu 15 October 2020

Game News - posted by Infinitron on Thu 15 October 2020, 22:18:14

Tags: CD Projekt; Cyberpunk 2077

There was almost no developer Q&A in this month's installment of the Cyberpunk 2077 Night City Wire, just trailer after trailer. The majority of the episode was dedicated to the topic of the game's vehicles. A new trailer offered a look at the many types of vehicles players will come across in Night City, which range from cheapo budget cars to massive trucks to high-powered racing and luxury models, not to mention Johnny Silverhand's own vintage 1977 Porsche. This was followed by a behind-the-scenes video about the vehicles' audio design, which CD Projekt created by recording real cars at a race track, and then another video that was basically a commercial for Keanu Reeves' motorcycle company, because why not. The final part of the episode changed things up with a trailer about the fashion design of Night City. There are four main visual styles for NPCs in Cyberpunk 2077 - the standard cyberpunk "kitsch" style, a grungier and more downscale "entropic" style, the militaristic style of the corporations, and a flamboyant "neo-kitsch" style favored by celebrities.


After a couple of announcements about the finalists of a recent Cyberpunk 2077 cosplay contest and the game's Google Stadia release date, the episode concluded with one final surprise trailer showing V's visit to a diner to meet with a fixer. CD Projekt intend to broadcast a fifth episode of the Night City Wire "soon", presumably shortly before the game's release next month.

There are 93 comments on Cyberpunk 2077 Night City Wire Episode 4: Vehicles and Styles

Game News - posted by Infinitron on Thu 15 October 2020, 17:53:34

Tags: Anshar Studios; Gamedec

Gamedec was supposed to be out in 2020, but the longer the year has gone on with no release date announcement the more it seemed like a delay was inevitable. Today Anshar Studios announced that the game has been officially postponed to 2021. It seems that one of the primary reasons for the delay is the need to repair its shoddy English translation (which is something I've been warning about since last year). They also need more time to finalize some of the game's scenarios and implement backer content. Here's the announcement:

We have decided to postpone the premiere of Gamedec to 2021.

During the Kickstarter Campaign, we were fully open with our decision to make Gamedec a community-driven project - We wanted you to be an active factor in helping us create the game you would like to play. We try to keep you informed about the production status and provide you with information about our activities as often as possible.

Right now, two months after the Backer's Build release, we sat down and discussed the feedback many of you provided in the surveys or previews both by press and content creators. We realized that they were sincere, sometimes rough, but always beneficial and mind-opening, hence our decision to postpone the release date.

This made us understand that we're heading in the right direction with the game's production, and our branching system works well, but there is still room for improvement and much work to be done. We know that the decision to delay the release will help us deliver the consistency in the quality of the premise you've backed.

We are iterating many different aspects of the game to be sure they meet the high standards our community anticipates. We know that the dialogues (and their translation) need to be improved– That is one of the most commented problems from the Backer's Build Survey, and we want to deliver the quality we've promised during the campaign. Most of the in-game locations are done, but we are still iterating the meta-scenario factors and polishing the narrative branching. We will provide you with more information about that in the future, with more dev-diaries, content videos about the progress, and more.

As for user-created input – we promised space to deliver community-made assets that will find their place in the game's final build (graffiti, voice recordings, naming NPCs, or companies), and it is still a work in progress. In the following weeks, we will be reaching out to gather the input/content from you to process it into the game. Expect some emails/check the Discord Backer Channels for more info on that.

When it comes to physical rewards - they will be sent out to you shortly before the game's release so that you'll have them on the launch day, and at the moment, we are working on them to have the highest possible quality to satisfy you fully. You can also expect various updates on this matter, as we will try to show you the process of their creation and tell you a bit more about what it looks like "behind the scenes".

Gamedec is still set to debut on PC. Switch and other consoles are still confirmed, but we can't promise a simultaneous release.

Thank you for being such a fantastic community and for your continued support.

#TeamGamedec
Anshar Studios CEO Lukasz Hacura spoke about some of these issues (and many other topics) in a rather interesting interview with a Polish gaming show called Faux Paux last month. If you'd like to learn more about Gamedec, a subtitled version of that was made available on Anshar's YouTube channel earlier this week.

There are 0 comments on Gamedec delayed to 2021

Tue 13 October 2020

Game News - posted by Infinitron on Tue 13 October 2020, 23:57:31

Tags: Baldur's Gate 3; Larian Studios

The Baldur's Gate 3 Early Access launch last week was an unexpectedly massive success for Larian. Indeed, despite much complaining, our own thread for the Early Access release is already over 120 pages long. It was a bit buggy though, something which Larian scrambled to address with a series of hotfixes in the following days. Today they released the game's first major patch, entitled simply Launch. In addition to the patch notes, the accompanying community update also has details about Larian's experience during that momentous launch day and about the feedback they've been gathering.

We launched Baldur’s Gate 3 exactly 1 week ago, ish. The launch surpassed all our expectations. Our philosophy heading into Early Access was to hit a comfortable amount of players, gather feedback, and incrementally iron out and improve the game towards launch.

Good news! That’s still the plan. But the *bigger than expected launch* broke a few things. In chronological order, it apparently broke Steam, it then broke our launcher sign ups because the servers couldn’t keep up, and then it went on to break our support pipeline with a huge influx of support tickets. We’re not complaining. These are good problems to have.

The day before launch, the weather also broke the Ghent basement. Which was suboptimal because we were shooting a thing for those who get to the end of Act 1 (no spoilers).

Soon after, the power broke in Quebec. This is the 3rd launch in a row where Larian has had a powercut somewhere. One of the good things about upscaling to 5 studios globally, is that now if one gets defeated by water or electricity (please, not both together), we have 4 other studios to deal with the tornado, earthquake, or a Kaiju. At this point launching a game is basically like playing Sim City.

On launch, which we managed to get to in the end, we celebrated very socially, very distanced, and watched you all play the game. Someone at the office (we won’t mention the name of the perpetrator... I mean, we get it) stole Gale from the gateau. We have since recovered Gale.

Since then, we’ve shot out 3 hotfixes that have greatly reduced the number of crashes and stability issues experienced in the first week of launch. The real heroes in this are the community who stuck with us as we were working on those patches and hotfixes. We know that jumping into an unfinished game in Early Access, when your saves will eventually be wiped, is a big ask. We are phenomenally grateful to each and every one of you who’ve jumped in, provided feedback, and sent error reports. These reports are channeled back to our QA leads and producers, and the information you provide helps us to understand why certain things are happening, and thus reproduce and solve them.

Working with feedback
All feedback, positive or negative, is extremely helpful and important to us. We’re really grateful to everyone who organizes their thoughts and talks to us on Steam, or the forums, or the feedback form. For us, that’s a big part of what Early Access is about. Keep the feedback flowing, and we’ll keep shooting out those updates.

Under the hood we’re starting to get our first look at data, and decisions players are making, which teaches us how you’re playing the game. Before you launch a game, you’re making a lot of assumptions about what people will do, and why they’ll do it. When you launch, you can start to see if you were right.

As an example, let’s look at a cut down version of a heatmap (avoiding spoilers)! This is a *map of death* (make a spooky noise when you read that). *MaP of dEaTh*.

As our early access campaign progresses, you’ll see a shift as combat is tuned and content is altered. It might not look like much, but this shows us where to investigate. We can correlate this with direct player feedback, balancing feedback, and even bug reports to find out why people are dying where they’re dying, and also is it normal that people are dying there? It’s just one example of how people are helping simply by playing the game.

A strange point of interest is for instance that there are lots of deaths where you first meet Gale. Maybe people don’t like being ambushed by a spooky wizard jumping out of a rock? Something to investigate.

The amount of death in the camp is also surprising. We won’t spoil as to why that may be, but there are many, many in depth stories online, and on Reddit, about how death befell the campsite. They’re hilarious so please keep sharing them!

We also know how many times characters are dying. Gale died 333757 times. 333758 if you include the cake incident. Gale has a party-member kill-rate 4 times higher than any NPC in the game, so maybe he deserved it?

The Owlbear Cub has killed 5717 of you brave enough to try and tame it. Exactly 4000 people died as a result of interrupting the intimate moments of Ogres and Bug Bears.

And Shadowheart is the only companion that died more than the player character.

We’ll continue to share more data and insights over Early Access, but this is early days. Play however you want, in whatever way you want. There’s no one way to play the game. We’ve created systems that try to react to whoever you are, and whatever you do. The results of this make the game better.
As for the patch itself, it seems to be mostly about bug fixes, although it does include a few dialogue tweaks as well. See the full update for details.

There are 16 comments on Baldur's Gate 3 Community Update #9: Patch 1 - Launch

Game News - posted by Darth Roxor on Tue 13 October 2020, 17:22:30

Tags: King Arthur: Knight's Tale; NeocoreGames

You may recognise the name NeocoreGames. Some odd 11 years ago (has it really been that long), they released a very cool RPG/Total War-esque strategy game hybrid titled King Arthur: The Role-Playing Wargame. Then they followed it up with two more (less cool, but still competent) strategy games, before finally giving up and settling for Diablo clones like Van Helsing and WH40k: Inquisitor (which was definitely not a cool move at all).

But now they are coming back with something that looks promising again. King Arthur: Knight's Tale is going to be a turn-based, tactical, party-based RPG with what looks like a degree of kingdom management and "rogue-lite" elements, which is probably supposed to mean a random-generated world.

And of course, it's on Kickstarter, because freedom is not free. To quote its brief description from the page:



You are Sir Mordred, the nemesis of King Arthur, the former black knight of the grim tales. You killed King Arthur, but with his dying breath, he struck you down. You both died – and yet, you both live.

The Lady of the Lake, the ruler of the mystical island of Avalon brought you back to end a true nightmare. She wants you to go on a knightly quest. She wants you to finish what you have begun. Kill King Arthur – or whatever he has become after she took his dying vessel to Avalon.

King Arthur: Knight’s Tale is a Role-playing Tactical Game - a unique hybrid between turn-based tactical games (like X-Com) and traditional, character-centric RPGs.

Knight's Tale is a modern retelling of a classic Arthurian mythology story filtered through the dark fantasy tropes, a twist on the traditional tales of chivalry.

The story campaign puts a huge emphasis on moral choices, which have significant consequences in a rogue-lite structure, adding extra tension to the tactical and management decisions.​

You can read more about the game on the Kickstarter page, and pledge, if you find it worthy. The goal is 115k quid, date of delivery Q1 2021, and an early bird voucher of £20 nets you a digital copy of the game.

There are 15 comments on NeocoreGames go turn-based with King Arthur: Knight's Tale, now on Kickstarter

Wed 7 October 2020

Game News - posted by Infinitron on Wed 7 October 2020, 22:15:15

Tags: Anshar Studios; Black Legend; Croteam; Fabled Lands; Gamedec; Prime Games; Room-C Games; Sleepy Sentry; Slitherine; Solasta: Crown of the Magister; Stirring Abyss; Tactical Adventures; Team ADOM; The Hand of Merlin; Ultimate ADOM: Caverns of Chaos; Warcave

Following the success of the Steam Game Festival in June, during which hundreds of demos for upcoming games were made available to the general public, Valve announced that they'd decided to make it a recurring event, with at least three additional festivals planned. The first of those events is the Steam Autumn Game Festival, which begins today and will last until October 13th. This time, familiar titles such as Solasta and Gamedec are joined by newcomers Black Legend (which got a new gameplay trailer today), Stirring Abyss (which we learned yesterday will be out on October 29th), and Ultimate ADOM: Caverns of Chaos.

According to the rules, any game participating in this festival will not be able to participate in the next two ones, so this might be the final appearance of some of these demos. As usual, there are various developer livestreams and Q&A sessions scheduled for the duration of the event, with details available on each game's Steam page. Enjoy!

There are 23 comments on Steam Autumn Game Festival: Demos of upcoming RPGs available from October 7th to 13th

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