Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Kingsvein - new tactical RPG from Rad Codex set in subterranean world

Ent

Savant
Joined
Nov 20, 2015
Messages
541


Hour long beta footage
 
Last edited by a moderator:

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,419
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.


Untitled.png


kinda disappointed he doesnt plan on fully reviewing it, but any publicity is good. on steam, both sovereign syndicate and this is in the new popular releases. hope both games do well. i need rad codex to make more games.
 
Joined
Jul 11, 2010
Messages
3,213
Location
Vostroya
Looks interesting enough, liked Voidspire, although never finished it. But this damn color palette makes my eyes bleed. Who the fuck mixes supposed (((CGA AETHETICS))) with Final Fantasy inspired sprites? Retro aesthetics don't (or at least shouldn't) work this way. Oh well.
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
311
It's so good! Horizon's Gate became a bit of a spam fest later on (deploy everyone in a cross-formation, ward+guard+growth+rally/shanty, and go to town). Here you get lots of synergies between skills and must make meaningful decisions at every combat turn, like immobilizing an enemy to launch a delayed attack or predicting/funneling enemy movement to set counters. Hazard zones are especially important, do you electrify blood pools? Do you convert them into MP? Thanks, Jinn and CryptRat for showcasing Rad Codex's games. This here's a gem (pun intended).
 

Fatberg Slim

Educated
Patron
Joined
Mar 4, 2022
Messages
97
Location
Q-Link
Awesome, congrats on the release!

How much of the content is procedurally generated? Out of the three previous Rad Codex games I liked Voidspire Tactics the most mainly because of the hand-crafted content (or so it seemed), so I'm hoping this one follows the same approach.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Awesome, congrats on the release!

How much of the content is procedurally generated? Out of the three previous Rad Codex games I liked Voidspire Tactics the most mainly because of the hand-crafted content (or so it seemed), so I'm hoping this one follows the same approach.

As I understand it, this game is a return to the Voidspire Tactics formula.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,943
Location
Wandering the world randomly in search of maps
My fear with a game about combos and 'moving the minis' is it becomes ledge-pushing simulator. I can see all the ways he tried to tamp down on stat bloat; damage numbers are lower, skill stars are more expensive to get and to upgrade, etc.

In the end, what happens is it just makes what few stat bonuses you can get that much more important; that's exactly how it went with 4E D&D. Case in point, the first battle in the town has no ledges or hazards to speak of, so it's just a slugfest. But that is still the very early game.

Some other impressions:

-three accessory slots
-armor provides HP instead of DR.
-initiative system gone, it's now You go, they go. I am of two minds about this. I liked the old CT based system from a mechanic perspective, but this probably makes it easier to use team combos effectively.
-facing is gone, but I think the new sprites look better
-Graven is very purple. People already claiming it's some kind of cga throwback which I don't believe is the case, but there you go. This isn't that C64 vaporware shit.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,801
Congrats on the release, Eldiran!

Hopefully the algorithm is on your side and provides you with many money-dollars.

 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,434
Really enjoying the return to the Voidspire style exploration and overall tighter design, but I do wonder why you decided to do away with initiative based turns, Eldiran? Seems like a step backwards to me. Pretty much my only complaint so far, besides not being able to zoom out the camera a little bit (playing with 1920x1080 resolution).
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
Really enjoying the return to the Voidspire style exploration and overall tighter design, but I do wonder why you decided to do away with initiative based turns, Eldiran? Seems like a step backwards to me. Pretty much my only complaint so far, besides not being able to zoom out the camera a little bit (playing with 1920x1080 resolution).
How does it work now?
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,116
Really enjoying the return to the Voidspire style exploration and overall tighter design, but I do wonder why you decided to do away with initiative based turns, @Eldiran? Seems like a step backwards to me. Pretty much my only complaint so far, besides not being able to zoom out the camera a little bit (playing with 1920x1080 resolution).
I don't know but it was basically pointless to cast aoe's in Horizon's Gate when you turned up the difficulty because the enemies would always act before your spells completed and would move out of the way without that one passive that accelerated them at a cost. Only useful thing about them was against immobilized enemies and using them to keep enemies away for another turn.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,438
Location
Grand Chien
Thanks!

I'll check out Wolfheart as well.

New trailer and new key art!

It's only 2 weeks until release - gettin close! If anyone wants to do a review for RPGCodex, hit me up and I'll send a key over.

Do you get more money if I buy off your Itch.io site?

Also, if no one else has taken you up on your offer to do a review... I will?
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,943
Location
Wandering the world randomly in search of maps
Lots of secrets and stuff just in the first town area.

-Burn down the rear part of a building to get inside
-Throw a javelin at a button through a window
-Use lightning spell to electrify a plate
-Use Burst spell to push rocks you can't otherwise get to
-Still need an ice spell for creating water platforms

-Grab all the Steins you find, you can fill them at a keg for a mana potion
-Use shears on silk to create bandages
-Use bandage on dirt bombs to upgrade them to a poultice
-Found a bandolier for multi-crossbow action
-So far haven't seen any respawns

I wouldn't mind seeing a review from someone who was new to the series, get a fresh perspective. I'm hopelessly biased at this point.

I've found some utility to bide/ready attacks situationally, but I'm still finding the best strategy for fights is to buff damage and crush. In Horizon's Gate AOE spells were mainly useful for area denial, box enemies in until they can't escape. But that game also had multi-shot blunderbus AoE you could spam easily so there wasn't much point.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,434
Yep, I keep retreading ground, kind of searching for the next logical place to go, and find a new secret or some new place to explore in nearly every pass.

Right now, I feel like I've fought every battle I could and got as far into the mines as I was able to. The only battle I have left is the fight in front of the Silver Prince's tower, and it seems like I'm not strong enough to get through that one yet (I've tried it 4 times and even dropped the difficulty on my last attempt). Any tips on where I should go next would be welcome. Maybe I missed a path in the mines? Or maybe even finding something like a pickaxe or hammer to bust through a wall here or there? Still on the quest "Find and Kill 4 Wisps".
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom