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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

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

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Game News - posted by Infinitron on Thu 23 May 2024, 19:42:36

Tags: Digital Eclipse; Wizardry: Proving Grounds of the Mad Overlord (Digital Eclipse Remake)


Adventure awaits in Digital Eclipse's full 3D remaster of Wizardry: Proving Grounds of the Mad Overlord -- now available worldwide on PlayStation, Xbox, Nintendo Switch, Steam, and GOG.

The Game That Inspired a Genre...
When it debuted on the Apple II in 1981, SirTech's Wizardry: Proving Grounds of the Mad Overlord was the first game to recreate a pen-and-paper, Dungeons & Dragons-style role-playing game for home computers. As the first party-based RPG, it directly inspired enduring series such as Final Fantasy, Dragon Quest, and Demon's Souls.

SirTech published seven Wizardry sequels over the next two decades. In the years since, the series' popularity has persisted in Japan, with a number of additional sequels and spin-off games released only in that market. As of 2024, the Wizardry franchise encompasses more than forty titles.

...Like You've Never Seen It Before
Digital Eclipse, a studio dedicated to the historical preservation of video games, has licensed the registered Wizardry trademark from Japanese entertainment company Drecom and the copyrights to Wizardry: Proving Grounds of the Mad Overlord from publisher SirTech, to develop a new version built directly on top of the original Apple II code base.

Digital Eclipse's remaster preserves the appeal of the classic while also incorporating modern graphics and improved party management, navigation, spellcasting, and combat.

While the remake may look, sound, and feel completely new, the original Apple II game is under the hood -- you can even view the original interface while you're playing.

Craft your own party of adventurers and head into the labyrinth at the behest of the mad overlord Trebor, in search of the amulet stolen by the evil wizard Werdna. Battle challenging monsters, avoid hidden traps, and find your way through the dungeon for the ultimate showdown with Werdna himself.

New Key Art by Jun Suemi
To commemorate and celebrate the first new release of the original Wizardry game in over twenty years, we commissioned legendary artist Jun Suemi to create a new key art illustration, which we're happy to reveal today for the first time. Long-time Wizardry fans know Suemi-sensei for his wonderful character designs that have graced numerous Wizardry titles over the years, including the Famicom conversion of the very first Wizardry. Upon submitting the completed piece, Suemi commented, "It's been a long time since I've had the opportunity to illustrate for Wizardry, and working on this piece brought many wonderful memories flooding back."

Key Features
  • Beautiful new graphics & animations for a game that, by necessity, only offered rudimentary visuals, now with the power of Unreal Engine.
  • User-selectable options that allow players to tailor the gameplay to their liking, including popular options from the console editions of the game. Players can also choose no new options at all to experience the original, more challenging, gameplay.
  • An in-game Bestiary that records key information on enemies as they're encountered and offers strategic advice on their strengths and weaknesses.
  • A lush musical soundtrack from composer Winifred Phillips, including some fan-favorite themes from Wizardry history.
  • A controller-friendly interface, with a one-button shortcut for fast combat choices.
  • Fully localized into English, Japanese, French, Spanish, Italian, and German.


There are 0 comments on Wizardry: Proving Grounds of the Mad Overlord Remake Released

Tue 21 May 2024

Review - posted by Saint_Proverbius on Tue 21 May 2024, 21:14:08

Tags: Chris Avellone; Fallout; Fallout TV Show

The venerable Chris Avellone, who doesn't have nearly as nice hair as I do but still better than Josh Sawyer's hair, has posted the first chapter of his review on the Fallout TV Series. The first part talks about the characters, and gives a few glimpses of what's to come. There's also several asides, like reasons to discount the review, a few things about the original games, some tidbits about who might enjoy this though that may be unintentional, and a whole lot more!

My feeling was, starting with Episode 5, things started going downhill and the problems grew. I think this is natural because the opening episodes focused more on immediate predicaments, but as the series and world opens up and the full motivations for the cast become more apparent, the larger questions start showing up, and those don’t have good answers.

Now, I’m going to talk a little about lore, retcons, and older Fallouts vs. the series, and these don’t have good answers, either — and may be answers you don’t want to hear.

Of course, the lore stuff is teased, but will be in the second part of this review. Why drop the good stuff first, right? Of course, if you're waiting for a massive dump of lore issues, freestyle style, there's this playlist from Creetosis. It's about 16 hours, and there's a lot of mostly reactions to things, but there's some solid lore punching as well. They also talk about how awful the writing is.

Thanks to agris for giving me the push to decide to post this. I was heavily on the fence about it. But then I realized that not all members of the forum have access to the forum where most of this is discussed. For reasons? Who knows.

There are 67 comments on MCA Wades in to the Wake of the Fallout TV Show

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Fri 17 May 2024

Game News - posted by Saint_Proverbius on Fri 17 May 2024, 19:25:10

Tags: Fallout; Fortnite

And on the subject of Oh, for frig's sake news, TheHeroOfTime has run across this Tweet:

So, maybe Fallout is coming to Fortnite, which actually is significantly less enticing to me than LEGO Fortnite. I mean, this can't be worse than Fallout 76, right? RIGHT? I mean, it can't be more canon rapey than everything else in the last decade of Bethesda stewardship. Can it?

I guess we can only wait with baited breath!

There are 79 comments on Fallout Fortnite? Fortout? Fallnite?

Wed 15 May 2024

Game News - posted by Infinitron on Wed 15 May 2024, 22:50:10

Tags: Dark Envoy; Event Horizon


We want to share an enormous thank you! We’re releasing Dark Envoy: Director’s Cut using each and every comment, report, and piece of feedback you’ve shared with us over the last six months.

Summary of most important Changes:
  • Less shy about connections with Tower of Time universe, new main meta level voiced narration
  • Major narrative changes, reworked main cutscenes, some VO reworked, creating a completely different experience, especially during the first few hours of the game.
  • Balancing, polishing then reworking again, then repeating the process
  • Improved Jaan map and unique boss items
  • further optimization and QoL improvements
And we fixed one major sinister memory leak bug that made us all so miserable!

Instead of pushing the marketing for Dark Envoy, we gave this game 6 months of pure love and improvements. We’re still not done, but want to share this news with you.

If you’ve enjoyed your time with Dark Envoy, please leave us a review and share your thoughts with your fellow players! Tell your friends, sister, neighbor and maybe a hamster or two; HELP OUR LITTLE INDIE STUDIO COMPETE FOR VISIBILITY in this harsh AAA market.

Here is our Socially Awkward Zero Budget Launch Trailer. Brutally honest one, but dire straits tend to create the best anecdotes.

The Director’s Cut update is coming, along with a 40% off Steam Daily Deal starting from Wednesday, May 15th, 2024, which will last for a week.

It was thanks to your immense support and belief in out team that we've managed to complete this enhanced version. We deeply appreciate your ongoing collaboration with us on this world that we love so dearly. We are committed to making this game as perfect as it can be.​

There are 11 comments on Dark Envoy gets a Director's Cut update

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Development Info - posted by Infinitron on Wed 15 May 2024, 22:20:54

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


Picture a group of stylish, ambitious vampires, each with a hunger for authority that matches their thirst for blood. That's Clan Ventrue for you - vampires with a taste for power, prestige, and opulence. Our team had a blast bringing their aristocratic grandeur and ambition to life in the game. Equally at home in the corridors of corporate power and the halls of high society, the Ventrue embody leadership, strategy, and a refined decadence. Whether they're making deals in the boardroom or dominating the nightlife scene, the Blue Bloods always maintain their iron grip on power.

Designing modern Ventrue for Tabletop
Just like the Brujah, the Ventrue are a foundational archetype both in Vampire: The Masquerade’s clan assembly as well as in wider vampire fiction. They represent the vampire as the aristocratic leader — classy, regal, and inhumanly majestic. Many silver screen depictions of Dracula would fit well in this clan, as would any number of his derivatives. Before Anne Rice, the Ventrue represented what most people would consider a classical vampire.

Taking the Blue Bloods into the fifth edition was therefore comparatively easy, as the clan has had a solid identity from its first appearance in 1991, never relying on gimmick powers or tangled setting elements. Their arsenal of Disciplines paint a clear picture of the kind of ruler they represent: Presence to incite awe, Dominate to enforce obedience, and — if the previous would fail — Fortitude to withstand retaliation. A true Ventrue commands from the front, but that is also their weakness.

While Ventrue vampires are no strangers to hierarchies, their tradition of Embracing mortals already used to being obeyed often creates brittle power structures with too many leaders and not enough followers. To many Blue Bloods the throne is more important than what it represents, and more than one Ventrue Prince has met final death because they would rather lead in defeat than triumph as a lackey.

– Karim Muammar, Designer of Vampire: The Masquerade 5th Edition and Brand Editor for the World of Darkness

Combat Discipline Design
For Ventrue’s approach to combat, we wanted to lean into a feeling of superiority and domination. It means nothing to always be superior, though, so you start off at a disadvantage. Ventrue's capabilities in combat aren’t as strong as some other clans, and so you’ll likely need to start out on the lower end of the food chain, staying out of sight and using spoken commands to keep your hands clean. As they feed, their fortitude strengthens- Ventrue's passive turns their skin to marble, so the more blood they have the more resistant to damage they become. This lets you take much nastier opponents head on and allows the use of Ventrue’s more devastating Dominate powers- where once you were skulking in the shadows, now you are an unstoppable god who can kill with words alone! This rise-and-fall fight mechanic is the main draw of the Ventrue’s playstyle, and should be well suited to players who want to keep things varied, or maybe just seek an absurd level of power...

– Max Bottomley, Senior Game Designer

There are 0 comments on Vampire: The Masquerade - Bloodlines 2 Dev Diary #12: Developing Ventrue

Game News - posted by Infinitron on Wed 15 May 2024, 22:14:03

Tags: Greedfall II: The Dying World; Nacon; Spiders


Greedfall is one of those underrated games that punched well above its weight with some extremely unique worldbuilding that really made it stand apart. After going hands-on with Greedfall 2: The Dying World, I’m really eager to jump back into the bizarre and magical island of Teer Fradee, which seems like it’ll be retaining all of its wonderful weirdness, while also making a major pivot in the gameplay department. Playing as a supernaturally gifted native belonging to the Yecht Fradi tribe, I got the chance to meet some interesting characters, explore the labyrinthine woods I called home, make some extremely questionable story decisions, and most importantly, take the all-new combat system for a spin. Even in this extremely early state, I see a lot of potential in this audacious and unabashedly eccentric followup.

Developer Spiders has never been shy about its BioWare influences, but while 2019’s Greedfall really pulled off some unique worldbuilding and characters, its combat left something to be desired. The sequel hopes to correct this shortcoming by doing away with the straightforward hack-and-slash bouts found in its predecessor and replacing them with semi-real-time strategic clashes that feel very reminiscent of Dragon Age: Origins. Now you’ll be pausing the battle, assessing the arena, and queuing up a set of actions for each of your characters before allowing the flow of time again and watching your machinations unfold. This similarity to Dragon Age isn’t accidental, as the studio specifically cited Origins as a beloved game it's hoping to emulate with this slower, more tactical combat style.

The early alpha build I played definitely still had its wrinkles, but I could already see the vision for this pivot, which moves it away from the crowded space of fast-paced third-person action games and gives it a much more distinctive, old-school feel. The role-based abilities you’ll unlock and unleash on your enemies do things like cover an area of the battlefield in immobilizing, poisonous bramble like some kind of witchy druid, or let you leap into close range with a melee-based tank character to deal heavy damage, and each has its own cooldown for you to juggle while planning your next set of moves. Meticulously poring over various stat listings and ability effects appealed to the spreadsheet-loving RPG nerd inside me, and the novelty of swapping between characters made me feel like a commander issuing orders to my subordinates from on high. It’s been a minute since I played a game that made use of this type of combat, and it scratched an ancient itch I didn’t know I still had.

Toggling between all the characters in my party also helped me better understand how each of them worked and differed in their fighting styles, and how they could prove useful while out exploring the world. For example, learning that one of my party members had a keen eye for tracking animals through the wild and was adept at disarming traps and picking locks led me to favor them while running around the woods. One of my other allies, on the other hand, was mostly just good at thwacking enemies into pulp with a hammer the size of a child, so I made sure to toggle over to her at the beginning of each skirmish. That’s something that the first game could have benefitted from, since playing as just De Sardet could get stale in an RPG that lasts dozens of hours and has a whole lot of fighting. Not only does this new system inject some variety into the mix, but it also helped me understand the characters better and each of their particular quirks, strengths, and shortcomings.

Thankfully, I won’t have to wait long to play more Greedfall 2, which is slated to hit early access later this year. Here’s hoping they’re able to follow in the footsteps of Baldur’s Gate 3, and turn this ambitious sequel into something really special.​


There are 4 comments on Greedfall II now has RTwP combat inspired by Dragon Age: Origins, coming to Early Access this summer

Mon 13 May 2024

Game News - posted by Infinitron on Mon 13 May 2024, 20:24:51

Tags: Juggernaut Games; StarCrawlers Chimera


What’s new in v1.0?
Quite a few things. Primarily:
  • The final floors of the Chimera building are unlocked.
  • You can now level to 30+ to fully unlock all trees in most build combinations.
  • New enemies, weapons, gear, quest rewards, and boss loot across all floors.
  • New sassy UI polish and improved menu functionality.
  • Achievements are live.
  • Dr. Cerberus is waiting for you. Good luck.
Where’s my controller support?
It’s on the way! As noted in the Steam forums, it’s an involved process to add controller support to a complex interface that was primarily built around mouse and keyboard input. Adding properly integrated controller support is my top priority for the first systems update.

Will Steamdeck get an official integration?
Yes. This is a two step process that starts alongside adding controller support and ends with Valve reviewing the Steamdeck status of the game. Currently the game has “Playable” status, which is quaint, but I want a nice clean “Verified” status, meaning the game works natively with the Steamdeck controls. This is my 2nd top systems priority after controller support.

When is the game coming to Linux and OSX?
Now that the PC launch is out and the game is (mostly) stable, I have time to look into the Linux and OSX deployments. I’ll provide updates on these when I have information to share!

Where’s ChimeraLinq?
The ambient ChimeraLinq system and ChimeraLinq holoslates can be found on all maps. The (optional) interactive element of ChimeraLinq was very thin on content, so I made the decision to temporarily disable it. I know some of you love you internet drama, and I want to do it justice, so ChimeraLinq will make a triumphant return with a new look and more shade-throwing in the first content update.​


There are 10 comments on StarCrawlers Chimera Released

Game News - posted by Infinitron on Mon 13 May 2024, 15:39:52

Tags: The Doors of Trithius

The Doors of Trithius combines classic roguelike ruthlessness with the freedom and depth of an expansive, open-world RPG.

Explore a vast, procedurally generated world that doesn't hold your hand. Here you'll need all your skill and strategic prowess to overcome the ancient dungeons, faction armies, and wandering behemoths found in the unpredictable and mysterious realm of Enalia.

Game World
  • Random Generation: Each adventure is unique as towns, dungeons, and the world map are newly generated on every playthrough.
  • Exploration: Navigate a vast, dangerous world where survival is key. Establish campsites, forage for sustenance, and manage your weariness to endure the wilderness. Every tile on the world map can be explored and persists across time.
  • Varied Enemy Types: Over 100 unique enemy types with customized AI challenge your skills and adaptability.
  • Challenging Dungeons: Test your mettle against 8 unique dungeon types, each with custom layouts and room types, including castles, caves, fortresses, hideouts, and temples.
Combat & Skills
  • Turn-Based Combat: Our tick-based time system brings a fresh twist to turn-based combat. Turn priority hinges on your movement, weapon speed, and action speed, emphasizing the importance of tactical decisions.
  • Combat Options: Customize your strategy with over 200 combat abilities, and 12 weapon skill types, each with a unique playstyle.
  • Skills: Experience 14 non-combat skills such as Medicine, Alchemy, Quartermastery, Athletics, and Reading. Level skills through use and strategic focus point allocation, unlocking abilities and passives to tailor your character to your playstyle.
Progression & Customization
  • Expansive Loot: Hundreds of items including potions, armor, recipes, and in-game readable lore books. Stumble upon rare enchantments or learn to enchant your items yourself.
  • Questing: Complete quests for rewards and to increase your reputation among the locals, unlocking exclusive benefits. On top of the hand-designed quests, towns and cities generate dynamic quests based on NPC roles in each town.
  • In-Depth Crafting: Craft food, potions and medicine; upgrade and maintain your armor with salvaged materials. Enhance your crafting skills by purchasing or finding recipe scrolls.
  • Character Customization: Shape your character's destiny with 7 background choices and over 30 starting traits.
Early Access
Despite being in early access the game has a significant amount of content already added, with around 12-16 hours required to win. Join the adventure as we continue to develop and extend the world of Enalia.​


There are 14 comments on The Doors of Trithius is an upcoming roguelike with the depth of an RPG, now on Early Access

Sun 12 May 2024

Interview - posted by Saint_Proverbius on Sun 12 May 2024, 01:18:51

Tags: Fallout 2; John Deiley

The Gamer has posted compiled interview with former Interplay game designer John Deiley, the inventor of the Talking Deathclaws in Fallout 2. In it, he goes over various things like his relationship with Monsignor Chris Avellone, why he made the things in the first place, and so, so much more... Like this:

“In later games, the players could meet up with them and they could be a source of support,” Deiley says. “Depending on what the player did, they could say, ‘You’re not the type of individual we want to associate with, leave or we’ll kill you, period.’ I mean, that was their mindset. They were intelligent, but still aggressive.

“There was going to be an internal conflict with them, the devil within. They were planning, once they were more secure, on altering power armour to fit their physique. And then they were going to pay the Enclave a visit and get as many vials of the FEV virus as they could, kidnap a scientist or two, and make some improvements.”

Whoa, Nelly! Now there's a few spicy meatballs in this one. Anyone else think that maybe, just maybe, where we stand today, the FEV should have been a one-and-done thing for just the first game? Instead, it seems to have evolved itself in to the "explain your bad idea" virus.

Thanks, Roguey!

There are 108 comments on Deiley on His Deathclaws

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Tue 7 May 2024

Game News - posted by Infinitron on Tue 7 May 2024, 23:51:07

Tags: GG Studio; Hidden Pass


Welcome to the World of Averon, where science, magic and sky-faring adventure are par for the course. You are to lead an expedition to the centre of a vast cluster of uncharted isles floating high in the sky, the Elyrium Belt. Previously inaccessible, the discovery of a new mineral—Elyrium—has sparked a new era of technological progress and exploration: The Age of Discovery.

Competing factions scramble to construct vast aircraft and launch expeditions into this uncharted and resource-rich region.Your goal is to assemble a team of the toughest adventurers to sail the skies, reach the heart of the Elyrium Belt and unravel its many mysteries

Hidden Pass is a tactical turn-based RPG set in a unique techno-magical fantasy world. Inspired by legendary strategy and tactical classics such as Xcom 2 and Heroes of Might and Magic 3 as well as modern games like Songs of Conquest and Into The Breach, we invite you, as backers, to shape the future of the continent of Averon.

The Game
Hidden Pass is split into two key elements. In its strategic layer, you’ll experience its world as a lightweight 4X strategy game. When you send your units out on sorties, Hidden Pass becomes a turn-based RPG with tactical, grid-based combat. We’re especially proud of the game’s stylized aesthetic and visual effects, inspired most by Divinity: Original Sin 2. Breaking down the core gameplay loop a little, expect to spend around 70% of the game in tactical combat, and the remaining time on the strategic map layer.

That 30% is a very dense part of the experience, though, and full of that crunchy strategic goodness that makes the genre so compelling. Make your story your own by designing your base, levelling your characters, exploring and plotting your conquest of the game world, defending yourself against hostile incursions and interacting with the story as it unfolds.

As you can see, we’ve got strong foundations here, but even grander ambitions for Hidden Pass. With your backing, involvement and feedback as veteran strategy/tactics fans, we can make this the game of our dreams, and yours! Help us improve Hidden Pass, and spread the word.

Key Features
Multi-layered Combat: Combat in Hidden Path takes place across three map layers, each presenting their own tactical challenges, although flying units are free to move between them and outflank more limited fighters. Every battle takes place in a fully three dimensional space, and a single flying unit can turn an otherwise defensible position into a tactical liability.

Elyrium Madness: Magic is your most powerful weapon, and potentially your undoing. Every ability used brings you closer to the brink, the power of Elyrium slowly driving your units mad. There's a potential method to this madness, though - the further you push to the edge, the more powerful your abilities become.

Passing the Baton: Field your four best and brightest units in each battle, but plan for attrition. Casualties can be swiftly replaced mid-battle with reserve units from your Tower - don’t accept defeat!

Automatons: Not all of your units are flesh and blood. Your home base’s Factory can manufacture powerful Elyrium-fueled automatons with unique abilities and strengths.

Wanderer's Tower: Your powerful mobile fortress and home-away-from-home. A flying base where you produce fresh units, upgrade their gear and research new technologies. Your tower can also move between clusters of islands, giving it access to ever-shifting resource pools.

Expertise System: Keep your troops alive and they’ll reward you in kind. Level up your troops to unlock powerful new abilities that might just turn the tide of your next battle. We want every unit to write their own story from battle to battle. The unlucky rookie that rises to become squad MVP - the kind of stories you want to share with other players.​

There are 12 comments on Hidden Pass now on Kickstarter

Game News - posted by Saint_Proverbius on Tue 7 May 2024, 23:50:33

Tags: ATOM Team; Swordhaven: Iron Conspiracy

We've reached the final days of the Swordhaven Kickstarter. While the project is funded, we're pretty damned close to the final stretch goal of the campaign. So far, the goals of a Player Base and Cursed City have been met. They're currently at $43,431 of the $44,000 needed for the final goal, which is Festivals and Holidays. So, if you're really wanting to have Christmas in the Cursed City, which I'm guessing is similar to San Francisco, CA or Portland, Oregon, we're within spitting distance of that target.

So, let's GOOO!

EDIT: Apparently I misread, the Cursed City hasn't been funded yet because I didn't notice that the graphic wasn't in dollars. So, let's GOOO harder!

Thanks, The Wall!

There are 29 comments on Swordhaven Kickstarter Approaches Final Stretch

Game News - posted by Infinitron on Tue 7 May 2024, 20:11:16

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


Greetings, Pathfinders! The long-awaited A Dance of Masks DLC will be released on June 13! Wishlist the DLC to be the first to go on this new adventure. And if you have Season Pass 2, the DLC will automatically become available on release day.

A Dance of Masks is the sixth and final premium DLC for Pathfinder: Wrath of the Righteous in Season Pass 2, one last love letter to the Knight Commander and their loyal companions. Gather all your companions and travel back to where it all started – the city of Kenabres, destroyed and now risen from the ashes. Visit a festival, celebrate your victories, socialize with friends and loved ones, watch the fireworks… And thwart the plans of villains trying to spoil the fun!

What can you expect from the DLC?
  • A new adventure will take you back to Kenabres and beyond: to a new enemy's stronghold!
  • Personal events for every companion — you’ve seen them fight, now watch them have a day off;
  • A new romantic event with every romanceable companion;
  • An otherworldly arena where you can test your might against some truly mythic enemies;
  • 11 new character archetypes, a new weapon and the ability to switch your grip on the weapon from one-handed to two-handed!
  • Fully voiced dialogues!
Wishlist A Dance of Masks DLC now!​

There are 9 comments on Pathfinder: Wrath of the Righteous - A Dance of Masks DLC releasing on June 13th

Fri 3 May 2024

Game News - posted by Infinitron on Fri 3 May 2024, 01:00:00

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


The Clan of the Hunt, Assassins, Children of Haqim, Saracens, Mediators, Lawmen

Cursed with a thirst for the Blood of other vampires, the Banu Haqim stalk the night as judges and lawbringers. To this end, most Banu Haqim adhere to a strict code of conduct - derived from law, faith, or personal ethics - sating their Hunger on those that breach these convictions.

Playing a Banu Haqim in Bloodlines 2
Banu Haqim takes the role of a strategic stalker, using shadows to their advantage.

You are a predator on a hunt, and your discipline powers focus on stalking, assassination, and silently moving faster than your foes can track. These skills are great assets when stalking the city for prey.

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 (AP) 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.

Silence of Death - Clan Passive: All your actions become entirely silent for a period after feeding.

Mute - Silence an enemy/civilian. Any sounds they produce, from screams to gunfire, are completely undetectable to others.

Split Second - Move so fast that time appears to stop around you.

Bladed Hand - Slash swiftly in front of you, beheading mortal opponents.

Unseen Aura - Become temporarily invisible to enemies and civilians. Note: You can still be heard unless combined with Silence of Death.

Prowl - Clan Perk: Can remain crouched whilst sprinting.

Customizing your playstyle
There are many different ways to play your character in Vampire: the Masquerade - Bloodlines 2. The clan Banu Haqim focus on a stalking based playstyle to take out your enemies one by one, and the clan abilities are built to empower that. As we want to make sure this is not a game where you are required to optimize your abilities to the extreme, we’ve focused on making the base playstyles easy and straightforward. But for the players who want their experience to be a bit deeper and more customizable, you will be able to do so. By visiting important vampires who are sworn to assist the Sheriff (you), you can unlock abilities from their clan by drinking a bit of their blood.

Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Banu Haqim Disciplines are Celerity (speed enhancing abilities), Blood Sorcery (the ability to control blood with your arcane knowledge) and Obfuscate (abilities to easily hide, move without being noticed, and cast illusions.). If a Banu Haqim wishes to unlock a Blood Sorcery ability from another clan, it would cost less AP to unlock than an ability for a Discipline Banu Haqim don’t have. Those who unlock all abilities from a clan and get the Clan Perk, are able to stack them and have the effects of them all, elevating your power.

The activated abilities and Clan Perk can be learned from the other clans, but the clan passive can not. Because of this, you combine the clan powers in hundreds of different ways, but a Banu Haqim playthrough will remain its own gameplay experience.​

There are 16 comments on Vampire: The Masquerade – Bloodlines 2 Clan Highlight: Banu Haqim

Wed 1 May 2024

Game News - posted by Saint_Proverbius on Wed 1 May 2024, 04:21:57

Tags: Dragon Ruins; Graverobber Foundation

Our boy zwanzig_zwoelf has a new game up on Steam, just released today. Dragon Ruins looks to be a fairly old school blobber. So, if you're looking for a modern take on the games we used to play in the late 1980s, here's your chance! You can pick it up on the cheap, since it's normally around $5US, but it's 10% off that for the next two weeks. Here's the general idea:

  • Assemble a party of 4 heroes from 8 available classes
  • Explore the ancient ruins
  • Fight through automatic battles where you decide whether to fight or run away
  • Grow stronger via level-ups and equipment enhancement
  • Purchase medicine to revive fallen party members
  • Use teleporter scrolls for a quick trip to town and back
  • Challenge your party with an NG+ mode, where monsters attack in higher groups and the final boss gets stronger

Well, there won't be any bitching about the use of Unity Assets in this one, that's for sure. It's pretty neat that it supports the XBox Controller for you SteamDeckers out there. And me. Embrace the controller. You know you want to.

Thanks, Sukhavati!

There are 46 comments on Dragon Ruins hits Prime Time

Mon 29 April 2024

Game News - posted by Infinitron on Mon 29 April 2024, 16:04:44

Tags: Labyrinth: The Wizard's Cat; ZombiSoft

Enter the dungeon and help the master wizard to find his missing cat in this oldschool dungeon crawler game with nice retro pixel art graphics.

Make your way deep into the dungeon. You will explore levels filled with challenging enemies and various traps & puzzles.

Discover powerful magical items and weapons and fight your way through hordes of enemies in this real time combat dungeon crawler.

To help you through the dungeon you have an automap and you can save and load the game anywhere in the labyrinth.​


There are 53 comments on Find your missing cat in Labyrinth: The Wizard's Cat, a single character dungeon crawler coming June

Mod News - posted by Saint_Proverbius on Mon 29 April 2024, 13:52:06

Tags: Bethesda Softworks; Fallout 4

Since the most recent Fallout 4 patch seems to have murdered everyone's mods, a nice gentleman named Zerratar has released Fallout 4 Downgrader which will set the game back to a previous version so you can enjoy all your mods again. It doesn't do much more than that, and this is version 1.0, but here's the feature list:
  • Automatically downgrades Fallout 4 to a version compatible with most existing mods.
  • Easy to use console application.
  • Open-source with the flexibility to modify or enhance.
Nothing like a Second Coming of Jesus Patch for a nearly decade old game which breaks about the only way a lot of people have to make it still play worthy. Way to turn something that should have been an easy win and turn that right around.

There are 30 comments on Fallout 4 Downgrader released

Sun 28 April 2024

Game News - posted by Infinitron on Sun 28 April 2024, 20:00:00

Tags: Lair Of The Leviathan; Nostalgic Realms


Lair of the Leviathan is an old school rpg based on classics from the past such as Baldurs gate 1 and 2, Phantasie, Ultima and the SSi Goldbox games. I grew up playing these games and wanted to make something similar as there has been a shift away from this type of rpg in recent years in favour of roguelikes and deckbuilding rpgs.

Essentially there are the classic four main parts to gameplay: world exploration dungeon exploration, combat and npc/party interaction. It is your typical classic rpg formula we all know and love from the past. No roguelike random elements other than a random encounter system (not just random combat! events like the original fallout games)

It all begins in your main hub town. After completing the initial introduction you are free to explore the world, finding towns and quests and secret locations on your own with minimum hand holding. Remember those days before everything was marked on the map for you and you were railroaded into a particular course of action? This is that kind of game. Want to head west to that creepy looking swamp and see what that's about? go for it? Want to ignore the rumours you heard in the local tavern about ogres being seen in the northern path and just go there? You can do that too!

Combat is challenging and turn based. I know turn based combat isn't everyone's cup of tea but I am trying to find ways to make it more interesting. For example every encounter is important and can sap your resources. There are also a large variety of skills to use making it interesting and fun to try out different combos. The last thing I want is boring autopilot combat like some games do.

There is a main storyline but it's up to you when you want to do that. Everything pushes you further north where strange things are said to be happening but you can do it at your own pace and in your own way. I hate when games force are too linear and force me into experiencing things a certain way. It is linear but there are minimum cut scenes and those that exist are very short and are there to add a bit of spice, not be the main meal.

I don't know if that clears anything but I guess the tldr is: Explore a big open world, find interesting locations and dungeons, kill monsters, level up your party members and push north to ever increasing danger and glory.​


There are 6 comments on Lair Of The Leviathan is an upcoming pixel art RPG inspired by the Gold Box and other classics

Tue 23 April 2024

Game News - posted by Infinitron on Tue 23 April 2024, 18:34:11

Tags: OnceLost Games; Ted Peterson; The Wayward Realms


Hey friends! In case you haven't heard yet, The Wayward Realms is coming to Kickstarter Spring of this year (2024).

We plan with the help of this incredible community and a successful kickstarter, we can go into full time production for 1 year & launch an early access build of The Wayward Realms sometime next year.

Of course, you may be asking why Kickstarter?

We have been working on The Wayward Realms for a few years now, and until recently, our aim was to go a traditional publisher route for funding. However, the Games Industry has been on a downward trend lately, with many studios being shuttered, and many publishers becoming much more hesitant to fund ambitious projects.

The Wayward Realms is one such project, with game design that has rarely been seen in recent decades and complex systems that require a lot of work. It makes publishers a little more demanding when it comes to a proof of concept. While we could continue at our current pace, working as a volunteer team, and eventually reach a state that would make us a more sure investment, we don’t really want to spend the next several years in early development. So, we are turning to our community for help to speed things along and give you all an opportunity to shape the game as we know it.

We have always made a great effort to include the community in the creation of the game. From taking ideas from the community very early in the project’s life, to listening to feedback on systems and worldbuilding, to 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 funds will not only allow us to hire our team members full time, but, depending on the tier, also give you the chance to give feedback on the gameplay, and even create items & characters that could go on to be featured in future games.

We do want to make it clear though that our aim with your pledges is to fund full-time development for a 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 update it, however, we also aim to take this early access build to publishers to seek out further funding to complete the entire game. This Kickstarter will allow us to get our systems far enough that we remove any doubt from publishers, but also prove that there is a demand for this type of game.

We hope you'll consider supporting us on Kickstarter. You can pre-register now at https://www.kickstarter.com/projects/oncelostgames/the-wayward-realms

To be among the first to know when we go live.​

There are 28 comments on The Wayward Realms coming to Kickstarter in May

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