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Codex Interview - posted by Infinitron on Sat 8 June 2024, 20:35:23

Tags: Blankitt Productions; Monsters of Mican

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Monsters of Mican is an unusual-looking Might & Magic-inspired indie dungeon crawler with a "whimsical" sense of humor released on Steam back in March. It's the kind of game that surely would have remained in complete obscurity if it hadn't been randomly spotted last month by our own JarlFrank, who as a fan of all things eccentric gave it a try and found that he liked it. In fact, he liked the game so much that he decided to contact its developer, a gentleman who goes by the name of Skittzo, to learn more. In the interview, Skittzo tells us what led him to create such a game, his thoughts about bespoke content vs procedural generation, and also about his plans for an open world follow-up called Magic of Mican. Here's an excerpt:

2. Monsters of Mican is very whimsical. Pretty much every piece of writing contains a joke and the majority of monsters are visual puns. What made you decide to go for this tone? Is it because funny monsters are easier to create with a limited budget? A lot of them feel cobbled together from various asset packs.

My writing style has always leaned heavily on humor and more particularly puns. I blame/cherish the QFG series for instilling that in me. Also as I noted above I was also using Dragon Quest for inspiration, which is also known for excellent monster puns.

Even if I had a larger budget and better modeling skills I think I would've used the same style of monster design. I have modeled a few from scratch before, and they'd all still wind up named Tyrannosaurus Specs (a dinosaur with glasses) or Raybee (a bee that shoots lasers from its stinger). A light, jovial tone is just something I've always appreciated in games that really resonate with me.

As for how these monsters were made, I would actually say that did more to inform the story of this game than it did the tone/sillyness. I started off under the presumption that most of the monsters I made would be placeholders until I could secure funding to contract artists, but I kept having so much fun combining and editing things that it made the story concept of the "amalgam anomaly" just click into place. I had always planned on there being an ancient event that brought all the monsters to the world but the way I designed this game is what really inspired me to write it in the way I did.

3. My favorite part of the game is its variety. Every dungeon level is different, with unique traps and puzzles and boss fights. How did you approach the level design for this game? Did you have any major inspirations to draw from (other RPGs, pen and paper modules, etc) or were most of your ideas original?

I approach game design as a player first, so I always look at what I've made and say "if I was playing the game would I enjoy this?" To that end one of my biggest gripes with RPGs specifically but a lot of games in general is the lack of meaningful variety in both combat and exploration. Sure, you can happen upon some aesthetically cool area in Skyrim like Blackreach but you'll still wind up traversing it the same way you would any other area. Or, in Breath of the Wild you'll see a new enemy but it's just a stronger reskin of the same thing you've been fighting over and over.

I wanted to make sure you never have that kind of feeling in my game. The variety needs to actually be meaningful- one level introduces collapsing floors, then the next powerful water currents, then lava fields and crushers. It serves both the effects of keeping the gameplay fresh and also actually reasonably reflecting the world/area you're supposed to be in. A mine can have collapsing floors, that makes sense. It probably won't have lava, and probably not pirate ships making waves. So save that for other levels!

Many of the actual features were my original ideas. Obviously a minecart ride is something that's been done (and I just wanted for the quick thrill of it) but that pirate ship idea, or freezing the water in the kraken lair, or giving the Zebrarian boss literal plot armor (made of books) were my original concepts.

4. Avoiding repetition is a worthy goal, and I feel like your dungeon design achieved that quite well. It's a great approach to level design especially in today's gaming world where procedural generation is being used more and more by both indies and larger companies - think of Skyrim's radiant quests and the flood of roguelikes and roguelites released nowadays. What do you think of this popularity of procedural generation among developers? Is level design becoming a lost art because of it? In my opinion, procedurally generated levels always feel the same, there's no variety because it's just an algorithm recombining the same elements over and over, unable to think outside of the box. Do you think we can fight back against this trend by developing games with excellent hand-made level design?

I tend to agree that procedural generation can be looked at as one of the root causes of games becoming stale and repetitive, but I don’t think it’s necessarily always the case or the only cause. Specifically for something like Skyrim, I believe the scope of the game is more to blame- you have hundreds upon hundreds of dungeons and NPCs and quests, and only a limited development team, so it is just a necessary fact of development that you’ll need to repeat certain themes, mechanics and elements. So in this instance I think the issue is more the scope of most bigger games from AAA publishers- the amount of content they think is necessary for consumers (rightly or wrongly, I can’t say for sure) drives the need for repetition.

That’s something that is mostly not an issue in the indie space. An exception as you mentioned is with roguelikes, and while I don’t necessarily agree that they always get repetitive (personally I think Binding of Isaac is one of my favorite indie games of all time) you can run into that trap. But here’s something I didn’t really understand fully until I started developing my own game:

Hand-made level design is hard!!! Like, really really hard!

Taking a completely blank slate and deciding on a theme, mechanics, gimmicks, and then eventually putting all the pieces together is an incredibly overwhelming and draining experience. It’s no wonder why procedural level generation is so popular, because it removes so many of the pitfalls and difficulties with this.

I’ve played with the idea of using procgen to come up with a base map, and then just editing that to match an idea in my mind, but even that can begin to feel repetitive and predictable for players, so I did wind up just making everything by hand, piece by piece, and I think I plan to do that for the next game too. Hopefully (for my sake) I can make a few custom tools that help make this process a bit faster to actually carry out, but mentally it is still quite draining trying to fill a blank slate like that.​

Read the full article: RPG Codex Interview: Monsters of Mican

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Thu 13 June 2024

Game News - posted by Infinitron on Thu 13 June 2024, 18:25:08

Tags: Owlcat Games; Pathfinder: Wrath of the Righteous; Pathfinder: Wrath of the Righteous - A Dance of Masks


Greetings, Pathfinders! We're excited to share the news that the final DLC in Season Pass 2, A Dance of Masks, is finally out! Head to the rebuilt after fire Kenabres to spend time with your team at the festival! Enjoy the festivities and unravel the plot of the mysterious guest who has arrived just in time for your arrival. Complete your team and evaluate your skills in the arena. Celebrate your victories in the tavern, but don't forget to save your energy for a romantic date with your significant other. It's time for a well-deserved rest and new achievements!

To get an invitation to the festival, you'll need a save from chapter 5: wait for Arsinoe to arrive at the Drezen Citadel after the coronation and be ready to head to Kenabres. Or start a new playthrough as one of the new 11 archetypes, enjoying new features and gameplay styles!

We hope you have fun playing A Dance of Masks DLC, and the full dialogue voiceover will help you enjoy the experience even more!​


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Wed 12 June 2024

Game News - posted by Infinitron on Wed 12 June 2024, 22:00:00

Tags: Lost Pilgrims Studio; Vagrus - The Riven Realms; Vagrus - The Riven Reams: Old Acquaintances


Hey everyone,

The time has come to release our next DLC, Old Acquaintances, which adds Javek and Sedarias to the main game, two Companions we’ve met in the prologue scenario previously. Both of them changed drastically in the time that passed since we first saw them and both offer extensive questlines to tell their stories, replete with new NPCs, enemies, allies, lore, and rewards.

The DLC also contains the Freelancers’ Guild, a specialized mercenary organization that allows you to recruit new hirelings (from a selection of four) to round out your crew. They can be found in the four major cities of the North and the Onyx Outpost.

Alongside the new content, the accompanying Patch (detailed below) contains a number of improvements and fixes to improve the general experience of

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.

Patch 1.170 - Codename: Old Acquaintances

New Content
  • The DLC ‘Old Acquaintances’ will now be unlocked to all its owners. It includes two Companions for the main campaign – Javek and Sedarias – with fully-fledged storylines including new enemies and rewards, their own Skills, Prowess progression, as well as four new Hirelings available at the Freelancers’ Guild in Tor’Zag’s Shelter, Deven, Avernum, Larnak, and (for owners of ‘Sunfire and Moonshadow’) the Onyx Outpost.
Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team​


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Development Info - posted by Infinitron on Wed 12 June 2024, 20:55:26

Tags: Paradox Interactive; The Chinese Room; Vampire: The Masquerade - Bloodlines 2


Summer’s here so we figured it’d be a good time to pull back the curtain a bit and show you how a game like Vampire: The Masquerade – Bloodlines 2 is made. This month we’ll give you a couple of glimpses into how the magic becomes a game. In this post we’re focusing on the atmosphere of the game: Concept Art, Level Design, Lighting and Audio.

Level Design
As a Level Designer, I love working on spaces that evoke a range of powerful emotional experiences for the player. I've been exploring how we can best achieve this, while collaborating with our other departments. I am very excited to see your reactions!

Recently I’ve been working on an early level in the game, where I focussed on how we can encourage player learning, and how we can help you to feel confident when playing our game. We also want to build levels that support a variety of playstyles, to make sure that you can play as your chosen Clan.

As a Vampire, we want you to be able to embrace your supernatural movement options. Our levels have been carefully crafted in a way that will allow you to experiment and have fun with our traversal system, and in some places, be challenged.I can’t wait for you all to play!”

- Level Designer Amy Lee

In Bloodlines 2 my main focus is to guide you through the cold and looming backdrop that our Design and Environment Art teams have meticulously crafted over the past few years. These quests, set in our nocturnal version of Seattle, allow you to delve into the lives of its many Kindred inhabitants.

Taking place after pivotal moments in the main questline, these adventures will offer you the chance to explore Seattle at your own pace. You will be visiting its Clan leaders, keeping the competition at bay and making decisions that will affect the outcome of your journey as Phyre. These are stuffed with Narrative and lore and I'll be taking you from the depths of the underground to the snow-capped high-rise rooftops.

Having so many great moments of Bloodlines 2's story under my care has always felt like a big responsibility. I am happy to report however, that working with the Narrative team has been wonderful, and bouncing ideas off of them has been some of the most fun I've had here at TCR. I look forward to heading into the night with all of you all, but for now I have more public spaces to deface.”

- Junior Level Designer Jack Goddard

It is simply a tad too early to reveal what I’m working on right this minute, but I figured perhaps you’d enjoy hearing about how we as Writers create Ambience in games. Something perhaps players don’t think of much (means we did our job right!), but that is still a big part of the overall experience. “Ambients” are the sounds you hear in the game outside of roleplay conversations; this can range from short lines you might hear from a passing NPC to situation-specific enemy dialogue. They're a vital part of developing the game's soundscape to help it feel like a fully fleshed-out world.

It's a process that involves close communication between Level Design and Narrative Design. Getting the ambients right requires understanding every fight, every location, every NPC, and writing unique dialogue to fit. How many enemies are there in this fight? Do they all appear at once or do they come in waves? Why is that NPC here? If you lurk before approaching, can you learn their motivation? Does eavesdropping on them give you a hint for where to go next? What can you learn about the wider world by listening to them?

Ambients are a perfect opportunity for world building, we give each NPC their own personality and a brief look into their life, no matter how minor a part they play. So while it's fun for the player to get a glimpse into their world, ambients really reinforce just that: this is their world. So Phyre (and by extension, the player) is just a small part of it.

Our team mould these around the traversal of the world while accounting for various playstyles; a player who favours stealth might overhear an entire enemy conversation, while a player who prefers to brawl might jump right into the fray and cut off all but the first line. We then move on to implementing every piece just so, to ensure it triggers at exactly the right moment, giving the player an immersive experience that feels alive and natural. Thanks a lot for reading about this part of game development!”

- Games Writer Cherish Goldstraw

See you in two weeks for another sneak peek like this, before we break for summer holidays. In the meantime, do be sure to join our Discord or follow us on socials! Bloodlines 2 Twitter, Bloodlines 2 Facebook & Instagram.​

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Tue 11 June 2024

Game News - posted by Infinitron on Tue 11 June 2024, 17:45:51

Tags: BioWare; Dragon Age: The Veilguard


This video from the first moments of the game is just the tip of the iceberg, and there’s so much more to discover on this epic journey. You’ll explore Thedas, uniting a cast of (yes, romanceable!) companions as you fight against ancient elven gods. In this crafted character-driven RPG, you’ll visit meticulously crafted biomes and beautiful regions, some that you’ve only heard whispers about in Dragon Age lore, including Rivain, Weisshaupt, Arlathan, Minrathous, and the Deep Roads - to name a few. We’ll have a lot more coming this summer as we fully detail what’s in store.

You’ll begin by diving into the Character Creator. You’ll choose your class, lineage, gender, overall appearance and more. Choosing which faction Rook is part of will unlock different narrative, dialogue, and gameplay interactions.

Combat is another area that has a lot of depth to it - both in how you choose to defeat your enemies and its progression throughout the game. The game will support various skill levels, but at its core, Dragon Age: The Veilguard has fluid moment-to-moment combat where you can choose between three classes - Warrior, Mage, or Rogue – each having their own advanced specializations. There's also a layer of tactical depth for those who want to dig in, which we really didn't get to cover in the video.

Our new customizable ability wheel will help you turn the tide of battle at any time. It will allow you to pause the action, issue commands to your followers, use abilities, and unleash devastating combos. As you become more powerful, you can start to see the potential in how much fun (and hectic) things can get.

We're also giving the option to use some of your abilities via a shortcut. Giving you these different kinds of options is something we thought a lot about and wanted to provide so you can find the playstyle that best fits you.

Alright, that’s it for now as we’ll dive deeper into this and all things Dragon Age: The Veilguard through the Fall.​

There are 35 comments on Dragon Age: The Veilguard Official Gameplay Reveal

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Mon 10 June 2024

Interview - posted by Infinitron on Mon 10 June 2024, 20:33:25

Tags: Avowed; Carrie Patel; Obsidian Entertainment


We also got a good look at the game’s upgrade system for skills and abilities. “You can upgrade your skills and abilities anywhere as you level up throughout the course of the game,” said Patel. “On certain level-up milestones we’ll get to upgrade our attributes […] and on every level-up milestone we’ll get to pick a new ability.”

This quickly bears fruit, as we see the Fan of Flames skill unlocked and used to reduce a previously-blocked path to ashes. But it wasn’t the only option:

“We wanted to try to, as much as possible, give the different abilities that players can pick up solutions in combat, but also solutions in exploration,” explained Patel. “So there’s almost always more than one way through a particular barrier. You’ll have weapons, your own abilities, spells, weapon enchantments, sometimes even your companions who can use their environmental abilities to help you get through barriers.”

That openness to problem-solving is never clearer than in the other quest we saw in the demo. Having recovered the vase for Yatzli – a key part in your journey to unlocking her as a permanent companion – we saw the player set off to recover an Adragan Heart for the Animancers. This mystical object is being held by the Delemgan, a territorial species who don’t take kindly to adventurers passing through their land.

Initially, we saw the player take a heads-on approach, battling through multiple Delemgan and using every combat ability at their disposal to reach their Queen – who immediately attacks the player for killing so many of her followers. This player would have to finish her off in a boss fight to claim the heart. But here’s where we saw some of Obsidian’s trademark of player choice.

The demo was reloaded, and we saw the player utilizing in-game currency to fully respec their character – adding multiple Ranger abilities that allow them to take a stealthy approach. Using the Shadowing Beyond skill – which renders them invisible for as long as their Essence (the game’s mana) intact, and without engaging any enemies – they took multiple passages to reach the Delemgan Queen without any combat. In doing so, they found her in a far better mood, gifting them the Heart and letting them go in peace.

It’s emblematic of how open Avowed will be to interpretation, and how your choices will allow you to take different paths to get what you need. Skills in particular, are totally open to how you choose to use them:

“You can really mix and match freely between them,” said Patel. “If you want to be all-wizard, you can build entirely throughout that skill tree; if you want to mix and match – make a battlemage, or make someone who can be a little stealthy in certain moments and a little more aggressive in others – you have a lot of freedom to do that.”

That openness extends to your cosmetic choices too. We got a glimpse at the game’s optional 3rd person mode – players can choose to play in 1st or 3rd person perspectives – and your choices will be displayed prominently on them too. Your character is a godlike – someone who has been touched by one of the gods that reside in the world of Eora – and it shows, quite literally.

Part of creating your character will be in choosing how your godlike status has manifested. The player-character in the demo has a lichen-like growth across their face or head, but this is part of the character creation process. “With Avowed you can choose exactly what that manifestation looks like,” said Patel. “You will have some that are a lot bigger and more dramatic, and you’ll also have some that are a lot subtler. But either way you have a connection to one of the gods.”

Characters in the world will react to your appearance too: “Some people think that’s very cool, some people think it’s very spooky. Different cultures and individuals have different ways of relating to godlikes, so you’ll get a number of reactions.”

But the key mystery is that, unlike most godlikes, you don’t know which god has put their mark on you. That’s a story point that Patel wouldn’t touch on further – we’ll just have to find out together when Avowed arrives this year.​

There are 48 comments on Avowed Deep Dive with Carrie Patel

Development Info - posted by Saint_Proverbius on Mon 10 June 2024, 15:04:59

Tags: Rafael Burgos; Star Valor

Two days late on this, but per this announcement on Steam, the top down space faring CRPG Star Valor is getting a new slice of that DLC pie. While the developer hasn't posted a video on it yet, he promises to do so as it gets closer to release, he did drop this:

Before launch I will make a livestream on my YouTube channel to show things in action, but in the meantime, here's a summary of what's to come in both the DLC and the Economy Update:
  • Build your own stations, turrets, power plants, mining bases, gates...
  • Influence item prices while Trading with NPCs
  • New ship models of all sizes
  • New ship roles
  • New "Tower Defense" inspired game mode
  • And of course, Lots of bug fixes and requests, like: More zoom out level, more special crewman, gunners auto mining, Fleet Commander leveling when mining, etc!
I hope you'll all enjoy it :)

You can check out previous streams with the developer right here. If you don't know what it is, SplatterCat has this for you:

I rarely ever get tired of this sub-sub-sub-genre. Factions to join or attack, trading, mining, missions, pirates, bounties, fleets, crews, crafting, and whatever else is left to toss in to space.

Thanks, Modron!

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Tue 4 June 2024

Game News - posted by Saint_Proverbius on Tue 4 June 2024, 13:58:26

Tags: Leikir Studio; Metal Slug Tactics

A brand spanking new trailer has dropped for Metal Slug Tactics, a game I didn't know I needed in my life until 30 seconds ago. It's been in development for quite a while, but they're resetting a new release date for Fall 2024 now. It's being developed by Leikir Studio and pretty much nails the nostalgia part of my neanderthal brain in ways I never thought possible. So, here's the important stuff:

Metal Slug Tactics offers a fresh perspective on the iconic battles of the METAL SLUG series. Lead your squad to victory through strategic guile and superior firepower in a perfect blend of classic action and tactical depth. Unleash powerful special attacks and shape the outcome of each encounter!

Accumulate experience after each battle to unlock new weapons or bonus perks to upgrade your team's firepower and tactical skills.

I'm pretty sure I still have the first game with box for the Sega Saturn in a box in the garage. Boy, does that bring back memories. I've also had a soft spot for these grid based tactical CRPGs, so this has me slightly pumped. And with huge pixel explosions? Oh yeah! You can wishlist it on their Steam page.

Thanks, Ghulgothas!

There are 23 comments on Metal Slug Tactics Still Kickin' (Ass) After All These Years

Mon 3 June 2024

Game News - posted by Infinitron on Mon 3 June 2024, 14:27:42

Tags: Baldur's Gate 3; Larian Studios


We come bringing news of Patch 7!

Finally, we hear you say - but don’t get ready to throw yourself into our next patch just yet, we’ve got a lot of work to do to bring you our first iteration of modding tools, evil endings, plus a whole bunch of fixes, quality of life improvements, and more that we’ll go into detail about in a future Community Update!

Coming to you this September, the next major update for Baldur’s Gate 3 will also introduce an officially sanctioned toolkit for giving Lae’zel a mullet. I mean, sure, go for it. You only live once.

As we mentioned in our last Community Update, we want you to have the opportunity to test out Patch 7 and the Baldur’s Gate 3 Toolkit so you can share your feedback with us before it goes live!

Patch 7 testing is now being split into a two-phase process, which begins with working closely with a small team of mod authors from the community. This is our closed alpha stage, where they’ll be able to help us further develop the modding tools, and have a go at bringing their existing mods to life using our Baldur’s Gate 3 Toolkit.

The closed alpha is set to kick off today, June 3rd, and we’ll be inviting more mod authors to take part over time.

Come July, we’ll be opening registration for a further closed beta, capped at roughly 1,000 players, that anyone on PC can go ahead and sign up for - and we want you to test the mods created during the alpha!

With the intention of working through your feedback throughout the summer, it will give us time to polish off Patch 7 ready for release in September. In the meantime, we still have plenty coming your way, including some anniversary extravagance as we look back on the months since release. We’re also still pressing on with the development of an in-game photo mode, crossplay, and more fixes that will arrive later down the line!

Catch up on what’s coming in Patch 7 and view a teaser for the improved evil endings by reading our last Community Update here: https://larian.club/CU26

For now, we want to give you a little insight into what official modding tools mean for Baldur’s Gate 3, and have put together an FAQ that aims to answer some of your burning questions!

Whether you are a seasoned modder excited to continue developing mods for Baldur’s Gate 3 or you are new to the scene and want to try your hand at bringing your ideas to life, our new modding pipeline aims to provide a convenient way for players and creators alike to access and manage mods across all platforms Baldur’s Gate 3 is released on, with improved compatibility, tools, and documentation.

First things first, what is a mod?
Whether you are turning fireballs pink, boosting the attack damage of a hand-wielded sausage, or bestowing all citizens of Faerûn with a personal handgun, modding lets you alter a game to change how it looks or behaves.

With the official Baldur's Gate 3 modding tools, you'll have what you need to add new weapons and armor, create new classes and subclasses, design new powerful spells, customise your game dice skins, and share your mods with a community of creators.

What does official support mean, as opposed to mods I’m using right now?
Updates to Baldur’s Gate 3 as well as conflicts between third-party mods can cause issues with game stability and prevent mods from working correctly. That’s where official support comes in.

We will never prevent modding outside of our own official pipeline, but implementing our own will improve compatibility and give us the opportunity to ensure they’ll work wherever you’re playing Baldur's Gate 3.

It’ll also ensure a smoother experience, at the cost of more script-focused modding, which can still be done outside of our pipeline. You’ll therefore have two choices for modding Baldur’s Gate 3, but we’ll only be able to officially support mods through mod.io.​

There are 15 comments on Baldur's Gate 3 Community Update #27: Official Modding Support

Game News - posted by Infinitron on Mon 3 June 2024, 12:00:00

Tags: Ossian Studios; Pathfinder: The Dragon's Demand


Ossian Studios is delighted to offer a sneak peek of our new Pathfinder game! For the last couple of years, we’ve been working on The Dragon’s Demand: a classic, turn-based CRPG using the Pathfinder Second Edition rules. It features a digital tabletop and miniatures for a stunning new graphical style. Check out our Kickstarter page below and follow us for news and updates. We’ll have more details for you very soon! www.dragonsdemand.com


There are 51 comments on Ossian Studios' next game is Pathfinder: The Dragon's Demand, a PF2E RPG coming to Kickstarter

Thu 30 May 2024

Game News - posted by Infinitron on Thu 30 May 2024, 19:53:14

Tags: High North Studios; Raw Fury; SKALD: Against the Black Priory


Today, Swedish publisher Raw Fury and Norwegian developer High North Studios launched their retro-style RPG, SKALD: Against the Black Priory on PC via Steam, and GOG for $14.99/£12.79/€14.99. To celebrate, players can enjoy a launch day discount, now in effect for 10% off.

Set in a grim-dark fantasy world of tragic heroes, violent deaths and Lovecraftian horror, in SKALD: Against the Black Priory, choices matter as players explore an engaging storyline mixed with crunchy tactical, turn-based combat and character customization.

Inspired by iconic retro RPG titles, in SKALD: Against the Black Priory players explore the thrilling expanse of Freymark and the Outer Isles to uncover the grand schemes of the Gallian Empire. Players will experience an unforgettable story filled with unexpected twists and turns, with a unique mesh of modern storytelling and classic RPG elements, that will seem familiar and yet innovative to RPG fans, old and new.

Players will experience key features including:
  • Equipping their heroes using a modern inventory system, fulfilling objectives through quest logs, and reading journals to discover hidden secrets.
  • Unique visuals built from thousands of hand-drawn tiles and images inspired by the legendary Commodore 64 computer, with an optional CRT filter to allow for a true retro gameplay experience.
  • Fighting their way to Level 20 by choosing a character, selecting their stats and building out a party from a series of diverse allies, each with their own skill-set, agenda and personality. Players will meet and recruit fully fleshed out pre-made characters with unique backstories and handcrafted interactions, as well as have options to fill their party: either with ‘mercenaries,’ blank characters that they can build from the ground up to their exact specifications or mix and match as they go. Players can also decide to travel on their own.
  • Deciding between a dozen classes and backgrounds, customizing spells and equipment in order to prepare for the journey ahead and uncovering the schemes of the Gallian Empire while exploring the vast expanse of Freymark and the Outer Isles.
SKALD: Against the Black Priory is now available on PC via Steam, and GOG for $14.99/£12.79/€14.99, with a current launch discount of 10%. Players can also purchase the Deluxe Edition of the game for $22.47/ £17.68 / €14.99 (10% launch day discount also available for a limited time), which includes the full OST and the Reinforcement Pack, as well as a host of gameplay additions such as:
  • Three unique backgrounds with additional statistics
  • Two new wallpapers
  • A pack of in-game portraits
  • Golden die to roll, amongst other types, with an all-new animation
  • An additional vendor: Malachai the Magical Item Merchant
For the latest information about SKALD: Against the Black Priory and to join the community, check out the game’s official website, X page, and Discord page.​


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Game News - posted by Infinitron on Thu 30 May 2024, 19:45:11

Tags: OnceLost Games; The Wayward Realms


Welcome to The Wayward Realms, a Grand RPG by legendary game developers, Ted Peterson and Julian Lefay. A game that aims to bring the “old-school” design philosophies of Classic RPGs together with the latest technology and quality of life improvements, courtesy of Unreal Engine 5.

Get lost in a massive, beautiful open world, filled to the brim with adventure. Explore vast, realistically scaled cities, sprawling towns, deep dungeons filled with untold treasures, and a plethora of diverse environments. Discover populations of warring factions, dangerous creatures, and an expansive cast of characters that come to life the more you interact with them.

Spiritual Successor
In 1996, our founders—Ted Peterson and Julian Lefay—released The Elder Scrolls II: Daggerfall while working at Bethesda Softworks, pushing the envelope of what was possible with computer games. Still considered one of the largest games ever crafted, Daggerall was massive both in its gameplay mechanics and its potential. Shortly after its release, Ted & Julian pursued other projects and new work, yet Daggerfall's impact and potential stayed with them throughout their careers.

Nearly 30 years later, they have teamed up once again to see that potential realized, bringing along fellow Daggerfall alum Eric Heberling, the original composer, to once again create a memorable and immersive world. Carrying forward everything that worked in Daggerfall, our aim is to refine and expand upon the systems that have kept players coming back to it for decades, as well as introduce new systems and quality of life improvements to create a modern classic – a true successor to Daggerfall.

Why Kickstarter?
We have been working on The Wayward Realms since 2019 and, until recently, our aim was to go a traditional publisher route for funding. However, the Games Industry has seen many changes recently. As a result, we felt that a shift in our strategy was necessary in order to speed up the development process and help prove that we have a game that people want to play.

While we could continue at our current pace—working as a volunteer team—and eventually reach the same state we aim for with this Kickstarter, that process could take several more years of development time. So, we are turning to our community for help to speed things along and give you an opportunity to shape the development of the game.

We have always made a great effort to include the community in the creation of The Wayward Realms; from taking ideas from the community very early in the project’s life, to listening to feedback on systems and worldbuilding, and even letting the community decide on names for characters and places, we have always wanted the community to help bring the game to life. Kickstarter offers another avenue for us to do just that.

Your help here will not only allow us to hire our team members full time, but, depending on the tier, will also afford you the chance to give feedback on the gameplay, and even create items & characters that will go on to be featured in the game or future titles we look to create.

We do want to make it clear, however, that our aim with your pledges is to fund full-time development for one year in order to produce an early access build. We would release this early access build to the appropriate backers and take feedback as we continue to release updates. We also aim to take this early access build to publishers to seek further funding, with the goal of completing the entire game.​

There are 27 comments on The Wayward Realms now on Kickstarter

Game News - posted by Infinitron on Thu 30 May 2024, 11:02:41

Tags: Lost Pilgrims Studio; Vagrus - The Riven Realms; Vagrus - The Riven Reams: Old Acquaintances


Hey everyone,

The time is finally nigh: we have a release date for Old Acquaintances and a fresh release trailer to boot!

The DLC will drop on the 12th of June, 2024, and those of you who have already played the ‘Pilgrims of the Wasteland’ scenario will surely recall the identities of the two returning companions. For those who do not, the man by the campfire is Javek, a remarkable telepath and sorcerer with unique abilities, while the bony hand that pushes through the black sands of Arenas Negras belongs to Sedarias, a Knight of the Black Sun and defender of the Empire.

How these two companions with strikingly different backgrounds will return, what paths will they take, and what hardships will they face? All of these answers await you in the DLC, along with new enemies, abilities, quests, and locations. Additionally, players will be able to employ new hirelings through the Freelancers’ Guild. For a full breakdown check out our store page.

With that, we must leave you now, for the wasteland beckons; stay safe, stay vigilant, and conquer the wasteland!

– The Lost Pilgrims Team​

There are 6 comments on Vagrus - The Riven Realms: Old Acquaintances companion DLC releasing on June 12th

Wed 29 May 2024

Game News - posted by Infinitron on Wed 29 May 2024, 20:49:21

Tags: Paradox Interactive; The Chinese Room; Vampire: The Masquerade - Bloodlines 2


The Clan of Kings, Blue Bloods, Tyrants, Warlords, Patricians, Borgias

Ventrue vampires usually choose their progeny from mortals familiar with power, wealth and influence. Seeing themselves as the rightful leaders of vampire society, Kindred of clan Ventrue take up the mantle of leadership wherever possible, often in the form of high positions in Camarilla Courts.

Playing a Ventrue in Bloodlines 2
Ventrue are blue blooded tyrants who incite obedience in both their allies and their foes. Focusing on the Discipline Dominate, Ventrue forces their prey to obey their command to fight their friends, forget what they’ve seen or even kill themselves. Feeding builds up Fortitude, allowing the Ventrue to soak up more damage in case any enemy is powerful enough to resist their force of will.

When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points to unlock which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.

Flesh of Marble - Clan Passive: Feeding hardens your skin, making you highly resistant to damage.

Cloud Memory - Cause a target to forget you were there, putting them into a relaxed state.

Possession - Possess an opponent, allowing you to see through their eyes for a period. While possessed, the target can be commanded to attack another person.

Terminal Decree - Use your powers of Dominate to command someone to kill themselves.

Mass Manipulation -Subdues enemies within your gaze, preventing them from attacking. Dominate abilities will affect all subdued opponents while Mass Manipulation is active.

Thirst - Clan Perk: Increases the amount of health restored by feeding.

Customizing your playstyle
There are many different ways to play your character in Vampire: The Masquerade - Bloodlines 2. Venture rely on the rise-and-fall mechanics of their Layered Fortitude, building up a defense to take on stronger opponents, while using abilities to dominate weaker foes and make them fight their friends or even kill themselves. Each clan has a straightforward way of playing, and does not require ability optimization. At the same time, if you want to, you can customize your playstyle by visiting certain important vampires throughout Seattle, who are sworn to assist you by offering their Blood to help you unlock abilities from their Clan.

Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Ventrue Disciplines are Dominate (the supernatural ability to control others) Fortitude (the ability to resist physical and mental attacks) and Presence (the supernatural ability to attract, awe, or terrify). If a Ventrue would try to unlock the Brujah ability Taunt, which is part of the Presence Discipline, it would cost less AP, than if they attempt to unlock an ability from a Discipline they don’t already have, such as Obfuscate. Unlocking additional Clan Perks will make them stack, so you can collect them all if you wish, elevating your power much closer to elder level.

Activated abilities and the Clan Perks can be learned from the other clans, but your clan passive can not. This means that while you can combine abilities and features from other clans in hundreds of different ways, your Ventrue playthrough will remain different from playing as another clan who branches into Ventrue abilities.​

There are 6 comments on Vampire: The Masquerade – Bloodlines 2 Clan Highlight: Ventrue

Thu 23 May 2024

Game News - posted by Infinitron on Thu 23 May 2024, 19:58:27

Tags: Owlcat Games; Warhammer 40,000: Rogue Trader; Warhammer 40,000: Rogue Trader - Void Shadows


Lord Captain!

Urgent report from Warhammer Skulls 2024! The whole of the Koronus Expanse is abuzz — encrypted transmissions report that the release date of the first DLC for Warhammer 40,000: Rogue Trader has been uncovered. The Void Shadows DLC will reveal itself on August 8!

Brace yourself, Lord Captain! New adventures await you in the Koronus Expanse — thrilling, bewildering, ominous. Engage with the sinister representatives of an ancient Death Cult, and with their aid, uncover the menacing secrets concealed in the darkest corners of your voidship.

Welcome a new companion into your retinue — Kibellah, a skilled Death Cult Assassin. As you get to know her, you may begin to take a different view of your faith in the Emperor.


Get the Season Pass and don’t miss your chance to acquire your personal Lady Navigator figurine as part of the Collector’s Edition at https://roguetrader.owlcat.games/ . Hurry, the offer is limited!

But the news doesn't end there! Warhammer 40,000: Rogue Trader has now been verified by Steam and is ready to play on Steam Deck!

Thank you for being with us, today and always.

The Emperor protects!​

There are 6 comments on Warhammer 40,000: Rogue Trader - Void Shadows DLC releasing on August 8th

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