Why Early Access?
MONOMYTH is a vast RPG developed by a single person, featuring numerous complex systems including combat, dialogue, and even small features like playable instruments. In addition to these mechanics, the game has a substantial amount of content.
The goal of Early Access is to receive feedback and ensure that all these systems are interacting correctly. Player testing will help fix subtle design flaws and make sure that the game runs efficiently on a wide range of machines.
Approximately how long will this game be in Early Access?
The game will approximately remain in Early Access for six to twelve months.
How is the full version planned to differ from the Early Access version?
I plan to introduce three additional major areas during the game's early access phase.
I also plan to improve the combat and AI systems further. The full version is intended to offer a wider selection of spells, weapons, and enemies.
Additional quests are planned as well.
What is the current state of the Early Access version?
Currently, the game features two major areas, a central hub, and several smaller dungeons. All character skills and side features, including blacksmithing and fishing, have been implemented. The game's data includes all spells and weapons. Numerous enemy types, puzzles, and environmental challenges are already in place.
Will the game be priced differently during and after Early Access?
There are no plans to increase the price during Early Access. However, after the full release, the price will increase based on the final scope of the game.
How are you planning on involving the Community in your development process?
MONOMYTH was originally funded through Kickstarter. It receives regular project updates and video devlogs, which are also posted on Steam. The game has an active Discord server, and the developer engages regularly with the community on the Steam community hub.
Why hello there! You’re looking great, have you done something with your hair or just reconfigured your entire face to look like a fish?
If your mods are any indication, the answer is yes and then some. It’s not even a month since Patch 7 dropped on PC - complete with our official modding toolkit - and already you’ve uploaded over 1,000 mods and racked up more than 15 million downloads!
We’ve watched as you’ve customised your dice with flames and iridescent pearl, lightened the load of gold in your packs, and adjusted your party limit from 4 to 16 - because who needs personal space anyway?
And now, those of you on console and Mac can finally join in, with Patch 7 rolling out to these platforms starting today. Keep reading to learn how to kick off your modded run, plus check out some of the most popular mods ready for you to explore.
Today’s update also brings Hotfix #26 and Hotfix #27 to all platforms - if you want to check out the patch notes in full, point your eyes in this direction. But far from being our last patch, you can still expect to see crossplay and a photo mode for Baldur’s Gate 3 in the future.
Playing With Baldur’s Gate 3 Mods
If you’re thinking about starting a modded run and want to know what you’re getting into, whether you’re playing on console, Mac, or PC, then this is the guide for you!
Where do I even start?
So you want to enhance your journey to Baldur’s Gate with a little community-made magic?
While the Baldur’s Gate 3 Toolkit used to create mods is only available on PC, a whole selection of player-created mods are now available on console and Mac!
How are mods chosen for release on other platforms?
Only mods made with and uploaded using the Baldur’s Gate 3 Toolkit and which pass internal testing can be eligible for release on the console and Mac in-game mod browser.
Technical limitations on certain platforms mean that some PC mods will not be available for Mac or console. Our team will need to test all mods requested to be brought to these platforms to confirm whether they can be made available.
Mod Authors can let us know if they’d like to see their mod available on console and Mac during the upload process. Our Community Team will then check whether the mod adheres to our modding guidelines, before sending over batches of mods to undergo internal checks that look at the mod’s basic functionality, usability, and stability.
If all looks good, the mods will then be made available on these platforms!
Will more mods be made available on console and Mac?
Yes! There are currently, uh, 69 mods that have passed internal testing, and we’ll be adding more as we go. Making mods available on platforms other than PC will be a continuously reviewed process that may change to include additional functionality in the future. Mods ready for both Mac and console that have passed testing will be released in batches, so keep an eye out on your in-game mod browser to see when new mods are added.
Why Early Access?
We are releasing Banquet for Fools through early access to gather your thoughts and feedback while we progress toward a full launch.
Approximately how long will this game be in Early Access?
We expect Banquet for Fools to be in Early Access for around 8-10 months.
How is the full version planned to differ from the Early Access version?
We expect to improve the following areas as we progress toward the full launch:
- Additional maps beyond the existing 1.0 maps
- More pagan spells
- More songs
- More armor and weapon variations
- Continued content for the main quest line
- Additional NPC models and enemy models
- Additional bug fixes and polish
What is the current state of the Early Access version?
Character creation and all the skills uses have been implemented and are playable, as well as content for the early maps of the game. There are several quests and conversations to interact with in these maps, as well as skill checks, unique items, party-based combat and opportunities for level advancement. The ruleset and UX are still undergoing updates with feedback, and continued testing is needed to keep progressing the game toward a more finished state.
There are 5 playable races, over 100 inventory items with custom art and 3d models, and over a dozen unique enemies to engage as well as a community of NPCs to talk to.
Will the game be priced differently during and after Early Access?
We may explore a change in pricing during and after Early Access.
How are you planning on involving the Community in your development process?
We are hoping for community input on systems, the ruleset and general thoughts on quests and wilderness exploration. We are hoping to engage with players on DIscord to discuss their opinions and report any feedback they have about the game.
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In Shattered Space, Starfield’s first major expansion, you’ll visit the home world of House Va’ruun for the first time. Explore a fully handcrafted new location and unravel the mysteries surrounding the followers of the Great Serpent.
When you arrive in Va’ruun’kai, a massive vortex has destroyed much of the city of Dazra, throwing House Va’ruun into chaos. In Shattered Space, you’ll uncover the mysteries behind the vortex and learn the fate of the survivors of House Va’ruun.
No Better Time to Play
With the many updates and improvements that we’ve made to the Starfield base game, Shattered Space is the perfect time to jump into Starfield. Here are just a few of the new features and improvements we’ve made since launch.
REV-8 Land Vehicle
The REV-8 has landed! Now is your chance to explore new frontiers (and reach new heights) in your very own land cruiser. The REV-8 land vehicle is fitted with a mounted turret to fight off hostile wildlife and forward boosters to get you where you want to go fast.
Improved Maps
One of the most requested features for Starfield, improved and more detailed surface maps were implemented, adding points of interest. We also added fast travel markers for vendors in cities making getting around in Neon and other large cities much easier.
Starfield Creations
We also launched Creations for Starfield bringing a whole host of new bespoke content to the game from our devs and Creators.
New Gameplay Options
There have been a few exciting updates to Starfield that allow you to customize the way you play the game, including accessing ship cargo from anywhere in your player inventory, the ability to increase vendor credits and carry capacity. In addition, we’ve added difficulty settings and the ability to change survival features such as the effects of food and environmental hazards. In terms of combat settings, you can make space combat more difficult or make run-and-gun combat easier. For an extra challenge, play on the new Extreme difficulty setting!
Bounty Scanning
The added bounty scanner system enables you to seek out and destroy targets with bounties on their heads. For more bounties, check out the Elite Trackers Alliance mission board.
Melee Weapon Improvements and Ammunition Crafting
We have also added improved tiers for melee weapons and the ability to improve your melee weapons at crafting benches. Additionally, you can now research types of ammunition at a Research Station and craft them at an Industrial Workbench. No need to fear running out of ammo for your favorite gun when you can just craft more.
So, jump back into Starfield today and experience these and the many other improvements we’ve made to the game!
Scourge of the Reptiles is a party-based tactical RPG set in a low fantasy prehistoric world. When a devastating meteor strikes the Earth, humans, elves and dinosaurs alike are gifted with magical abilities.
As the hero is able to control and ride the giant beasts, they venture forth with a party to discover that the world is much bigger than they initially thought. There are those sitting on neighbouring thrones who wish to enact war, plotting to bring forth chaos and destruction.
But dinosaurs are not to be taken lightly.
With the dinosaurs turning against their masters, the party must build a rebellion in the wilderness, return stronger and discover the cause of this sudden defiance.
Tactical Combat
Scourge of the Reptiles features a deep combat system that harkens back to classic tactics roleplaying. You’ll fight against and alongside mighty reptiles, as well as fierce undead and human civilisations.
Positioning and strategic thinking are the keys to victory. Command a party of warriors, sorcerers, and their dinosaur companions to tackle all manner of enemies that come your way, be they humanoid or reptilian.
Land of Dinosaurs
In the world of Odion, dinosaurs roam lands similar to those of other animal species, but they have never been used by others as weapons. Until now.
A dark magical force is at play, one that aims to bring destruction and chaos through the possession of dinosaurs. An army of dinosaurs is growing, and someone is behind it all.
We are finally ready to announce that the new era of Glorious Companions is coming to Steam this December! For the last few months, we have been really focused and dedicated to refresh the game and rework a lot of things.
From the 30th of September to the 7th of October, we will be attending Steam Turn-Based RPG Fest and it’s a great opportunity to try out the demo of Glorious Companions! It will not only be free, but it will also present all the changes we’ve made throughout the recent period of time. During this time you can also grab the game 50% cheaper and it will be the only occasion to do that before the december’s re-launch.
Let's focus a little bit more on what you may expect in the refreshed version of Glorious Companions!
Prologue storyline with cutscenes (and voice over!), dialogues, story quests and more. After this prologue (available in the demo as well!) the game allows for more free exploration with some main quests/goals included.
Whole new handcrafted world map. With new places to visit, explore and challenge.
Improved unit control in battle - long gone are the days when you had to change actions to attack enemy or had to rotate to move backwards. Movement and attacking is now omnidirectional and contextual - just hover mouse over the enemy to attack or on the ground to move.
Despite these changes, units facing still plays a big role in combat - attacks of opportunity are made only in front of the character and backstabbing enemies gives multiple bonuses.
We added journal for easier bookkeeping of active and finished quests. There is also a tab with all tutorials that player already encountered.
Visual and mechanical upgrade to neutral enemies. Animals even got array of new skills and passives to provide You with better challenges.
A lot of new points of interests with various interactions - some of them will even provide unique quests or challenges.
Above all, we prepared over 60 new battle maps - there are custom maps for story battles, for new dungeons and each biome on the map got their own unique maps in various sizes!
Challenging dungeon battles with new enemy types with their own weapons and unique abilities. These battles will take you through series of encounters one after another - better prepare for it!
We made some changes to the equipment as well. It now comes with various tiers that modify their stats and bunch of enchantments with secondary effects (burn, poison etc). There might be even some more new mechanics for them - stay tuned!
Pathbreakers: Roaming Blades is a turn-based tactical RPG in which you lead a company of mercenaries through the harsh lands of the Stormtossed Isle. Select one of many origin stories, or create your own, and make your mark through the world. Hire your crew, train, and outfit them. How will your company operate? Will you favor the traditional mercenary life, grab contracts and slowly build up your reputation? Will you instead focus on the lucrative trading opportunities to be found on the Isle? Or perhaps you'll don the mantle of a consummate explorer, discover and chart the numerous dungeons and secrets throughout. Then again, why not a mix of it all? One thing is for certain, though: it'll be a dangerous and bloody journey, and you'd better prepare your company for it, and prepare well.
The world of Pathbreakers: Roaming Blades consists of a procedurally generated world map, teeming with enemies, dungeons, towns and secrets to discover. Assemble your company and roam the lands, looking for opportunities, fortune, and bloody combat. Maintaining a mercenary company isn't cheap, so you'll have to earn some coin on the way. Contracts, trading, looting, discovering and pilfering will all serve you well on that front. Battles are a big part of the gameplay and take place on a tactical hex grid, in turn-based mode. Deploy up to 6 units, each with their own class and skill tree, and engage a variety of enemies intent on seeing your crew lie face down in the dirt. Dungeon exploration is another major component in Pathbreakers. Select a small elite force from your crew and delve into a dungeon. Once inside, you'll face traps, hidden paths, vicious enemies and your ever dwindling oil reserves, as you explore the darkness, hoping for treasures and renown.
Features
Build your own Company
Assemble and customize your roster from a selection of 8 classes, each branching to 2 different advanced classes and with their own skill tree. Mercenaries start with background traits and can learn new ones, adding an extra layer of customization.
Multiple Company paths
Your company can amass reputation on 3 different fronts: Mercenary, Trader and Explorer. A high reputation grants new opportunities tied to its field. More contracts, trading options, and special commissions become available to those who have proven themselves.
Never quite the same
The campaign's open world, dungeons, and most battle maps are procedurally generated, making each new game a different experience. Nothing is ever quite the same and it will keep you on your toes.
Multiple origin stories
Select one of many origin stories, or create your own. Each origin character has their own custom plot and story events, with different strengths and weaknesses and different goals and objectives.
Interesting enemies and tough encounters
The game features a large cast of enemies, ranging from opposing mercenaries to a multitude of unique monstrous creatures. Enemies have access to their own classes and abilities and understanding them will be a key difference between victory and a shallow grave.
Dynamic events
Contracts and story events have multiple resolutions and branching outcomes, never being quite the same from playthrough to playthrough. You'll face some hard choices that will influence how your company is perceived.
Modding
Pathbreakers has been designed to be modder friendly. The game features Workshop support, a map editor, a spell editor, and data files relying on easy-to-edit-and-understand json files, which facilitates adding classes, skills, and new languages.
Welcome Kindred to another Bloodlines 2 Dev Diary from the team at The Chinese Room.
In this diary, we want to give you some further insight into the choices we’ve made when building our version of Seattle (see Dev Diary 8 for my previous statements on building Seattle for The World of Darkness). Seattle is at the heart of the game, which you will return to again and again between quests or sometimes during them. It is the most human location in the game where you are vulnerable to being exposed as a vampire (aka breaching The Masquerade) resulting in swift and violent justice from the vampires of the Camarilla that rule the city. It is also a kind of vampire playground where you can feed on humans in order to restore your vampiric powers or just for the thrill of the hunt. We hope this diary gives you a taste of what you will experience when stalking the streets and rooftops of the Emerald City.
- Project Creative Director Alex Skidmore
Building the player’s movement through Seattle, we really wanted to create traversal that interacted with The Masquerade and reinforced the vampiric experience. Phyre has some absurd movement from the get-go, being able to immensely fast, dash and glide through the air, and can move faster while still using discipline abilities later- but of course, do any of this on the streets without obfuscation and you’ll quickly find yourself breaching the masquerade.
Dark alleyways don’t just give you a quieter place to feed on prey, they also provide routes up to Seattle’s rooftops- up here there’s fewer prying eyes, so you can really let your capabilities loose, moving fast and leaping between buildings. The local Anarchs won’t be thrilled about you moving through their rooftop turf though, so it’s a dangerous place for the weak or uninitiated.
This means, there’s a choice to be made at any point between danger to the masquerade and danger to yourself! Finding yourself drawn to the kinds of places vampires would lurk is the goal of this arrangement. As you regain your powers as an elder, you’ll also be more capable of moving as you please- I’m really looking forward to seeing people master it!
- Senior Game Designer Max Bottomley
Since joining the Bloodlines 2 team, a key responsibility I’ve undertaken is bringing life to a key area of the game – our Seattle.
Working closely with the Environment team, I wanted to make sure that as players explore the world it feels both alive and reactive to what they are doing. Players will discover a wide variety of people going about their daily (or nightly!) lives. We’ve crafted a personality for the city that compliments its unique setting, mood and layout. Time has been taken to map out city districts that favour different types of NPCs – you’ll be able to sit back and watch the world move on around you.
When you walk round a corner you never know what you’ll find; maybe it’s a businessman arguing on his phone, or a graffiti artist improving the local artwork, it could be a car thief struggling to break into a car, or even a sex worker making good on their promise with a client.
We’ve been filling the world with characters that actually do things; taking breaks on seats, telling the police about crimes they’ve seen, or seeing the police chasing down a criminal. The world turns without you, it should feel like you’re just passing through – and as the player, you can interact or just sit back and watch!
Working on this stuff and building out a believable world where bikers drink outside bars or start fights with you has been a hell of a lot of work, but I hope people will find it a fun place to explore.
The city isn’t all combat, it’s also home to exploration and interactions with the inhabitants of Seattle.
As with many other areas of the game a large part of what we wanted to give players was choice; some of that choice comes down to what conversations you’ll have with some of the NPCs and characters you’ll meet in the city. Use your Vampiric charms to seduce someone, proposition a sex worker, or flip off some angry bikers with a Brujah-approved hand gesture.
The first time you try to flirt with a Sex Worker in the game and get turned down because your choice of clothing didn’t impress them will be an eye-opener!
September 25th - 2024 – New indie outfit GG Studio have set sail to Steam's furthest shores today with the launch of Hidden Pass Skirmishes, a free prologue adventure into the world of Hidden Pass. Play Skirmishes now, and prepare for full deployment on February 4th, 2025.
Featuring a trio of tactical challenges and four playable battle-groups, Hidden Pass Skirmishes offers a replayable set of encounters to give players their first taste of this strange and magical world. Claim your first foothold on an archipelago of floating, mystical sky-islands as you command your heroes and techno-magical automatons against monsters and marauders alike.
With combat drawing inspiration from a rich legacy of tactical combat engines old and new (including Divinity: Original Sin, Wartales and Solasta), Hidden Pass Skirmishes gives you your first taste of its multi-level battlefields, rich in verticality and tactical freedom, with flying units capable of flanking in three directions.
Hidden Pass's combat also welcomes risk-takers. Magic can deal enormous damage, but runs the risk of driving magic-users to madness. Losing units isn't the end of the battle either, as your airship carries reserve units, letting you tag fresh fighters into the battle at any point.
Whether you steamroll these challenges or barely pull off a pyrrhic victory, this is your introduction to Hidden Pass. Launching into Early Access on Steam in February 2025, you'll have to be more than a tactical genius to thrive in this deadly magical archipelago. Expand and upgrade your mobile fortress, develop your fighting force, gather riches and go to war.
Suka blyat, all stand to attention! Is game of Eastern European origin, and RPG Codex has review of it!
Thanks to the priceless input of comrade BosanskiSeljak, you can now learn of the ultimate slavic experience presented by Svarog's Dream, a deep and complex RPG (because that's what they always are) made by two people you've never heard about.
Comrade reviewer praises the game's many satisfying aspects, such as the world design and reactivity as well as the unorthodox approach to character death, but seems less enthusiastic about the combat and general production values, as the entire budget was a crate of vodka and five kilograms of potato. In his own words:
The standout feature of Svarog’s Dream is its ever-changing world, which reacts to random events and player choices, extending beyond the main narrative. Each playthrough will have unique scenarios, and I could easily provide multiple examples for every small action that causes a reaction just from a single (experimental) playthrough. There are several systems incorporated into the game to achieve this.
(...)
While the actual mechanics of combat in Svarog’s Dream are average, the system benefits greatly from the well crafted world and character building. Isometric action combat with auto-attacks, occasional kiting and active abilities running on cooldowns is the quick synopsis on what to expect. An additional mechanic is the spirit form, which allows you to leave your body and scout out an area (while you remain vulnerable). Death is a massive penalty in this game so the use of the spirit form is essential to many builds for a reason that will soon come apparent. This provides a small boost to somewhat lacking combat and lets you prepare and position yourself for fights.
(...)
If your character dies, you’re returned to Veles who sends you out to inhabit a new body, giving you three new choices. Virtues and character level remain intact, while Attributes & Talents are replaced by the next character you choose. Your previous character's corpse remains on the map permanently with your old inventory, and looting it will leave the nude corpse behind as you carry on with your mission. There is no way to game the system as death-scumming is discouraged by design. Consistently dying does buff the attributes of your next character choices, but has unforeseen consequences on the world, raising the difficulty as a result.
(...)
This is a very consistent game across the board, but as with any ambitious project by a small team with a lack of budget, there will be some misses. Visually, Svarog’s Dream is lacking, and while the sound design alleviates that to some extent, there are lackluster moments with combat being the main culprit. I do not get close to the same feeling walking through villages here as I did with The Witcher, the most atmospheric non-Western fantasy game I've played to date. Additionally as previously stated in the story section, there are mistakes and it's written by a non-native speaker so you won’t find a classical literary work here, which hampers the flow of dialogue.
Klassikal literary works are unnecessary as long as I can reincarnate as Yuri Gagarin and conquer the unknown world. But still more important information is included in the review, and you would be wise to read it. Or else!
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Pathfinder: The Dragon’s Demand is a single-player, turn-based CRPG that takes role-playing back to its roots with miniature-based characters and digital dice to recreate the look and feel of a tabletop RPG. But it opens up a whole new dimension by allowing miniatures to climb walls and trees, fly through the sky, and swim to underwater depths using an innovative three-dimensional grid system that delivers true 3D tactical combat.
Developed by Baldur’s Gate and Neverwinter Nights veterans, Pathfinder: The Dragon’s Demand features a comprehensive implementation of the remastered Pathfinder Second Edition rules in a classic CRPG format. Players can create character builds from 7 ancestries, 16 classes, and more than 30 backgrounds, customizable with hundreds of different armors and weapons. They will also encounter a cast of colorful companions who will be on hand to join their party in exploring a wide, interactive world filled with hundreds of unique characters and dozens of rich quests.
Based on the Pathfinder module The Dragon’s Demand by fan-favorite adventure designer Mike Shel, this expanded adaptation provides over 30 hours of immersive gameplay, where the world of Golarion is brought to life by cutting edge audio and visual effects, a beautiful musical score, and professional voice acting.
Our goal in bringing all of these aspects together is to recreate those feelings of excitement and discovery that make the best tabletop campaigns so memorable.
Story
Deep within the ancient Verduran Forest of Taldor, in a treacherous swampland known as the Dragonfen, there exists a tale about the dragon tyrant Aeteperax, slain a thousand years ago by a band of warriors led by a valiant dragonslayer. Now, Aeteperax has inexplicably risen from death to threaten the small town of Belhaim on the edge of the Dragonfen. A new generation of heroes must hunt down and slay the dragon before it razes Belhaim to the ground!
This expanded version of The Dragon’s Demand adventure will include an entire region filled with intriguing sidequests, perilous mysteries, and cunning monsters. Player characters will experience a brand new, personal story that touches upon the same darkness that has drawn Aeteperax back from the grave: the Dark Tapestry. In the black voids between the stars lurk the ancient Great Old Ones, whose terrible cyclopean powers can captivate souls and destroy worlds.
We have been granted permission by Seneschal Werserian to report to you directly on our current situation.
We are pleased to report that the Void Shadows DLC has arrived in stores and is now officially released! Check out the links below and start playing right now!
We are receiving numerous reports about disturbing incidents taking place on your voidship. We have reason to believe that a vile Genestealer Cult may be involved in these atrocities. We request that you come immediately and take control of the situation personally.
To see the full details of our report, we suggest you take a look at the Void Shadows DLC release trailer!
The Emperor protects, but your crew is in great need of you right now, Lord Captain.
Approximately how long will this game be in Early Access?
The objective of early access is to be able to develop the game with the community, balancing and adding features with the help of the players themselves. As such, GreedFall 2 will be released when both we and you are satisfied with the game's content and polishing phase.
How is the full version planned to differ from the Early Access version?
While early access is ongoing, we are planning to produce regular new versions with more added content, as you can see on the roadmap, and we will also take your feedback into account - whether to correct any issues, balance the current content or enrich it. Hence with each update, you will still have plenty of things to do and discover.
We are also planning to roll out more technical content, as well as some content frequently requested by the community, such as photo mode.
The playable early access content will ultimately represent approximately 30% of the final game.
Of course, we will keep you regularly informed of progress in the game's development, and will also update the roadmap throughout the early access period.
What is the current state of the Early Access version?
Upon the launch of the early access phase, you will be able to play the first part of the game - the start of the game and its story. You will need to create your own character and choose from various skill sets. There will be various regions to explore, not just Teer Fradee. The new regional quests and fortress system will enable you to explore these regions differently, and offer new options for interacting with certain characters, as well as adding to the existing story and mythology. You will also meet your first companions who will play a major part in your team.
Will the game be priced differently during and after Early Access?
During the game's early access phase, it will be cheaper than the full-release version.
Underkeep is a loving tribute to the role-playing classics of the 90s with turn-based combat and grid-based movement, bringing the best of old-school dungeon crawlers to the modern era.
Assemble a party of four adventurers in a dangerous fantasy world and delve deeper into the heart of the Underkeep to discover its long-forgotten secrets and uncover the stories of its inhabitants.
Choose your own playstyle - Assemble a party of four adventurers with unique abilities and spells. Combine and upgrade their powers to overcome their weaknesses. Create synergies by gearing up with fine equipment with game changing properties.
Explore, overcome, fight - Explore dungeons, pick items, fight enemies, meet NPCs. Overcome traps and deadly environments and descent deeper into the heart of the Underkeep.
Turn-based combat - Take as much time as you want to think out your next move. Don't worry when your pizza arrives in the middle of a fight.
Fluid controls with full controller support - Play either with mouse and keyboard or grab your controller and enjoy the game from the comfort of your couch after a busy day. The skip animations feature allows you to play at your own pace. No more waiting for tedious animations to finish.
In-game automap - In-game automap with custom marks so you never get lost.
We’ve been working on the next game in the Serpent in the Staglands world, Banquet for Fools, and will be releasing it next year. We’ll be sending you all keys for your stretch goal when it’s completed, thank you for supporting small artists like us and making this journey possible. The game has been worked on for a while now and is feature complete and we will have it in Steam’s Early Access finishing map content and tidying it up for you starting the end of this month.
If you’re interested in checking it out early we can always use the extra pizza funds, and you can send your second copy to a friend or loved one to discuss solving weight puzzles and how to kill Vol-dracula.
Our exercise for this follow up was to take the atmosphere, vibes and systems from Serpent and improve on all of them through feedback we’ve heard and what we wanted a lot of systems to originally be that we just didn’t have time for or knowledge on how to implement. It should feel very similar despite these overhauls. This is just being made by Hannah and I, but we really pushed ourselves to both stretch our art and tech knowledge and fit into a solid timeline like Serpent’s, with hopefully the added feedback from Early Access to create a more refined experience. We’d love to have you along for the ride again!
If you’d like to check it out early there is a small demo available on Steam. We’re contacting GOG to see if we can be listed there if you’d like a DRM free copy again, and will also be offering it on our site as a standalone with a built-in patcher on release to that end as well.
We’ll update here again around release to let you know how to verify email addresses. If you have any questions please let us know at HannahandJosephGames@gmail.com. We just moved and decided to spruce up the llc, but are checking either email.
If you’re interested and would like us to spam updates and info here over autumn and winter let us know, otherwise we’ll be doing so on Steam and Youtube.
Hope you’ve all been well and wishing you all the best as we move into the spookiest time of the year!
The Avernum series is our biggest success in this business. We wrote our first game in this world in 1994, a full thirty years ago. (Yes, we've been in this business that long.)
The Avernum Saga is two trilogies. The first half (Avernum: Escape From the Pit, Avernum 2: Crystal Souls, and Avernum 3: Ruined World) has already been remastered. They tell the tale of Avernum's survival and battle for freedom. The second trilogy deals with the challenges to come, as powerful forces battle for Avernum's wealth and your land faces its final fate.
This huge project begins with Avernum 4: Greed and Glory. It will be a remaster of Avernum 4, which came out way back in 2005. The original is a massive RPG, full of skilled warriors and wizards using a multitude of weapons, spells, and artifacts to conquer an enormous world. It is also a very old game, and it doesn't run so good on new machines anymore. We want to fix all of this.
The Remaster
We are eager to remaster Avernum 4, and Spiderweb Software doesn't half-ass its remasters. We will go through every location, line of text, sound and graphic asset, and encounter, revising and expanding it all to make a really good game.
Avernum 4 was a big hit in its day, but it also had a number of flaws (like an underdeveloped story). We're going to put in a lot of time to fix those. The story is being heavily reworked to be exciting, engaging, and full of interesting choices.
We've done a bunch of remasters, and we're learned to respect what our fans loved about the series. The world, characters, and game system will be mostly the same. We will make a much more interesting story. We'll add new adventures, storylines, abilities, and ways to achieve your own destiny in the underworld.
We hope to complete Avernum 4: Greed and Glory in late 2025, and we have a long, long history of making our deadlines. Along the way, we'll give plenty of updates and give fans a chance to give their opinions about what is interesting and what should be developed more.
Why Early Access?
“Eye of the Commando is an uncommon fusion of two genres. While we certainly have a roadmap to see the game to completion, we have a strong desire to involve the community in decisions about what particular features of this fusion are the most interesting and exciting. How hard should we lean in to the dungeon exploration aspect? How much action is the right amount of action for something ultimately turn based? What are the best things to keep from the genre's arcade roots, and what can be left behind? We know from experience shipping other Early Access Steam titles that EA players are excited about being part of the guideposts for a game's growth and that it is an enjoyable way to build community together.”
Approximately how long will this game be in Early Access?
“Our target is to have a final game launched twelve months from Early Access launch. It might slip. But this schedule includes baked in time for holidays, vacation, maintaining other projects, and other bits of work life balance.”
How is the full version planned to differ from the Early Access version?
“There are three targets here. We want more gameplay, about 200% more in terms of playable levels, crushable monsters, and lootable goods than what is in currently. The current game feels like a first act. We would like to see improved visual and audio assets, where we aim the game's resources toward what feels right for this genre blend. Finally, we want to see the fruits of what comes from community collaboration. Part of building a community is discovering what excites them, and weaving that into the game to the best of our ability. This sort of unknown-but-important content is core to our Early Access goal and not an afterthought.”
What is the current state of the Early Access version?
“A real start to finish fun and playable adventure, with meat on the bone! A six level campaign, five classes to choose from, about a dozen monster types, lots of loot, danger, secrets, and puzzles. Playtesters have been coming up with new builds, strategies, and fighting for places on the pre-release leaderboard. There is plenty to play.”
Will the game be priced differently during and after Early Access?
“Right now we're thinking the price stays the same. It may go up for full release, but there's a lot to consider there, and we want the community to feel both respected and listened to.”
How are you planning on involving the Community in your development process?
“Eye of the Commando has had an open development process, with twitch streams nearly every day showing off the work, as well as the open and friendly Adventurepro Discord Server. Those will be the two primary communication methods with the community.
Direct feedback is appreciated and useful, but can also be very scatter shot, so we'll also have periods of time where we focus on feedback for specific features.”
It is finally time for the project to enter its last stage of development.
Monomyth's Early Access phase will start on October 3rd, 2024.
The game will launch on Steam and GOG.
The initial Early Access version will feature two major areas, a central hub, and several smaller dungeons. All character skills and side features, including blacksmithing and fishing, have been implemented. The game's data includes several spells and weapons. Numerous enemy types, puzzles, and environmental challenges are already in place.
I want to stress that this is not a final release! The goal of Early Access is to receive feedback and ensure that all systems are interacting correctly. Player testing will help fix subtle design flaws and make sure that the game runs efficiently on a wide range of machines.
I plan to introduce three additional major areas during the game's time in Early Access. Two of these areas are already in their refinement phase, one is still in its design phase.
I also plan to improve the combat and AI systems further. The full version is intended to offer a wider selection of spells, weapons, and enemies. Additional quests are planned as well.
The game will remain in Early Access for approximately six to twelve months.
Your Open Backer Beta keys will be locked shortly before the release. You will then receive your final Steam or GOG key. Steam keys are the default option. If you wish to receive a GOG key, please fill out the request form mailed to you a few weeks ago. If you have not received such a request form, please check your spam folder. If you can't find it there either, please let me know, either by direct message or in the comment section of this Kickstarter update.
In today’s dev diary we’ll introduce you to a few non-Camarilla Kindred you’ll meet in the game. As you might already know Seattle is primarily a Camarilla controlled city, but that doesn’t mean that there aren’t non-Camarilla Kindred vying for power — or fighting to be left alone. Once again we’ve got Writer Cherish Goldstraw and Narrative Director Ian Thomas describing the profiles to you as they appear at the beginning of our story.
The Anarchs and Unbound
The unbound are all those vampires who fall outside the Camarilla. The Anarch Movement in its various forms is a subset of the unbound and their most visible manifestation. Many seek to escape from Camarilla control by hiding. But those loyal to the Movement have decided to fight back, attempting to conquer and control domains originally held by those who would claim themselves their masters.
The Anarch Movement is different in each city. Sometimes an Anarch city has a ruler called a Baron. More commonly, it’s led by gangs who each have their own territories. Some cities are currently divided between Anarch and Camarilla vampires — both sides itching to take over.
Where Camarilla vampires usually influence mortal society from the outside, Anarchs burrow deep inside. Many maintain mortal identities, perhaps even families and jobs. This makes them simultaneously more vulnerable and more secure. Vulnerable because they are in contact with their surroundings every night and are sure to make mistakes. Secure because the Anarch is never the vampire lord in a mansion on the hill. They’re the DJ in the nightclub, the terrifying cop from internal affairs, the junkie creeping outside your window. - From 5th edition book.
History of Thin-bloods in Seattle
The strength of each vampire Embraced is more dilute than that of their Sire. Thin-bloods have earned their name because their blood is seen as too distantly removed from the original progenitor, Caine. Most Kindred consider them a weakness and an embarrassment to their kind - or even a threat. Thin-bloods are not considered part of any clan, but rather the dregs of Kindred society.
Many view thin-bloods as a risk to the Masquerade due to their close ties with the mortal world, often leading to their being hunted and destroyed without a second thought. Overlooked and downtrodden, they band together in a form of resistance. Seattle acts as a haven of a sort. In this city, the weak-blooded are not destroyed out of hand. Instead, by order of Prince Campbell, they must be branded to set them apart from true vampires; only then will he allow them to remain.
Many have found shelter amongst those of Seattle's Anarchs; particularly under the watchful eye of the Brujah Katsumi, who leads one of the major Anarch groups, and has, because of her involvement with the Thin-bloods, been branded as one herself.
As newly-minted Sheriff Phyre must negotiate the delicate balance between Katsumi's people and the Camarilla - and deal with the fact that many Anarchs and thin-bloods don't respect anyone as leader. Seattle is a powderkeg and each faction waits for its opportunity. Some are more impatient than others. If Phyre is seeking Katsumi, she may find her at a bar called the Hole in the Wall with the other misfits of her cause.
Anarch, Thin-blood, and Ghoul Enemies
The anarchs are the first, and most numerous faction you'll be butting heads with in Bloodlines 2. While Katsumi has the respect of a large portion of the Anarchs and Thin-bloods, not all of them follow her orders. Many have taken up residence in places you’ll need to investigate or are actively working against you. That means that among the many enemies you’ll face, Anarchs will use their powers against you. And so their members are a good baseline for the kind of threats you'll face throughout the game - roving gangs of fidgeting ghouls, armed with whatever they can get their hands on, and young, opportunistic kindred too naive to see the danger in taking on an elder face-to-face.
Ghouls are a tough bunch; they can take significantly more of a beating than your run-of-the-mill human, but they aren’t much of a threat alone. It’s when they work together, some bludgeoning you about, others carving you up, that you’ll want to take them seriously, so keeping things quiet is a sensible approach. Their Kindred masters are a much more potent threat- while they’re not as skilled in their disciplines as others, they more than make up for it with hardware.
As the situation in Seattle heats up, the Anarchs become more militaristic and heavily armed—but at their core, they’ve got more humanity than most. They’ll be hesitant to shoot with their friends in the way, more receptive to manipulation, and slower to catch who’s been turned against them—all weaknesses that can be exploited.
VANCOUVER, BC Tuesday, September 10: Today, Ossian Studios and Paizo sent out the call to get ready to back the Pathfinder: The Dragon’s Demand CRPG on Kickstarter. Over a year in the making, the single-player, turn-based game, features deep character customization, a faithful adaptation of the remastered Pathfinder Second Edition rules, and an enhanced tabletop minis-style play. The Paizo-licensed game is set in the captivating Lost Omens world, in an expansion of the popular deluxe super-adventure of the same name. The Kickstarter will open soon and offer authentic minted precious metal City of Absalom coins and 3D printable STL minis files among its many rewards.
Alan Miranda, CEO of Ossian Studios, starts the tale: “Deep within the ancient Verduran Forest of Golarion, in a treacherous swampland known as the Dragonfen, there is a tale about the Dragon Tyrant Aeteperax, slain a thousand years ago by a band of heroic warriors. But victory doesn’t last forever, and enemies shall eventually rise again, calling forth new heroes to embark upon a perilous quest to save a town and defeat he who would once more call himself the Dragon Tyrant.”
Inspired by Miranda’s years of playing tabletop roleplaying games and working at BioWare as a producer on the Baldur’s Gate and Neverwinter Nights games, Pathfinder: The Dragon’s Demand recreates that same pen-and-paper magic.
"The Dragon’s Demand is all about miniatures in a tabletop-style world. It goes back to tabletop’s roots in a single-player, turn-based video game, with miniatures. It looks like a beautiful tabletop diorama but does things that aren’t possible to show on a physical tabletop like a 3D grid system, adaptive poses, dynamic weather, visual effects, and more," elaborates Miranda.
The CRPG will be based on the 2013 Pathfinder Adventure: The Dragon's Demand, a Pathfinder First Edition dungeon and wilderness adventure for 1st-level characters, written by Mike Shel, that delves into the Dark Tapestry: the darkness between the stars where powerful entities and madness lurk.
“We’ll be expanding that adventure with new areas to explore, lots of intriguing side quests, and a brand new, personal story for player characters that delves into the darkness of the Dark Tapestry,” said Miranda.
Ossian Studios is an independent game developer who has made RPGs exclusively for twenty years, including Dungeons & Dragons story-driven RPGs. For Pathfinder: The Dragon's Demand, Ossian brings its attention to detail together with the rules, lore, and deep character customization for which Pathfinder is known—and even offers a selection of digital dice to toss in the game.
Get ready for wild adventures in a world filled with monstrous enemies in a brand-new style of CRPG. Learn more about Pathfinder: The Dragon’s Demand at DragonsDemand.com, become a follower and get notified when the campaign launches!