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» Project Resurgence - Latest Update - Dec 03, 2016, 01:12 am
» Dead Age - Version 1.3 released - Dec 03, 2016, 01:12 am
» Death Trash - Dev Talk - Dec 03, 2016, 01:12 am
» Dishonored 2 - Review @ MMORPG - Dec 03, 2016, 01:12 am
» Bevontule - Try the Demo - Dec 03, 2016, 01:12 am
» Betrayal at Krondor - Krondor Confidential - #XI - Dec 02, 2016, 07:12 pm
» Dishonored 2 - Game Guide @GamePressure - Dec 02, 2016, 07:12 pm
» The Ninth World - The Numenera Setting Explored - Dec 02, 2016, 07:12 pm
» Battle Brothers - Ambitions - Dec 02, 2016, 07:12 pm
» Legrand Legacy - Kickstarter Update - Dec 02, 2016, 07:12 pm
» Dungeon Rats - Update #1 - Dec 02, 2016, 01:02 pm
» Startrail HD - Remastered Music - Dec 02, 2016, 01:02 pm
» The Dwarves - Meet "Narmora" Video - Dec 02, 2016, 01:02 pm
» Mass Effect: Andromeda - Absent Races? - Dec 02, 2016, 01:02 pm
» Project Wright - The Outsiders David Goldfarb - Dec 02, 2016, 01:02 pm

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Latest Active Threads on Boards o' Magick:
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» Get NWN Diamond Edition FREE! (Neverwinter Nights post by SlickRCBD)
» Project Resurgence - Latest Update (Game/SP News & Comments post by RPGWatch)
» Dead Age - Version 1.3 released (Game/SP News & Comments post by RPGWatch)
» Death Trash - Dev Talk (Game/SP News & Comments post by RPGWatch)
» Dishonored 2 - Review @ MMORPG (Game/SP News & Comments post by RPGWatch)
» Bevontule - Try the Demo (Game/SP News & Comments post by RPGWatch)
» What class would you consider Zeratul to be? (Baldur's Gate 2: Enhanced Edition post by Eyebreaker7)
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» Betrayal at Krondor - Krondor Confidential - #XI (Game/SP News & Comments post by RPGWatch)

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Project Resurgence - Latest Update
Posted: Dec 03, 2016, 01:12 am by RPGWatch

[​IMG]Project Resurgence has a new video update on their progress.

Cohh Drops The Newest Update On The Progress Of Project Resurgence By Nectar Game Studios After The Successful Kickstarter

Playlist Of Updates Can Be Found Here:

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Dead Age - Version 1.3 released
Posted: Dec 03, 2016, 01:12 am by RPGWatch

[​IMG]Version 1.3 of Dead Age introduces a casual mode:

New feature:
Casual mode: In casual mode, the health and power of opponents is significantly smaller. Ideal for casual survival sessions. You should still keep an eye on your resources and companions, as these are still as important and difficult as in normal survival mode. Use upgrades if you die to give you a cumulative advantage in following playthroughs.

  • fixed issues with full medical inventory
  • the character class soldier had some wrong attributes set in the survival and shotgun talents
  • fixed an issue with jamal quest 2
  • fixed an issue with dexter quest in desert level
  • fixed XML-Error popping up on linux when game language is German
  • fixed merchant taking the materials even when purchase failed due to full medical inventory
  • fixed some polish localization and added polish localization for the steam achievements

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Death Trash - Dev Talk
Posted: Dec 03, 2016, 01:12 am by RPGWatch

[​IMG]Stephan, the dev of Death Trash shared some info about his post-apocalyptic RPG on the Codex:

Hello. I'm Stephan, the creator of this game. Obviously you have some parts already figured out, but it's also a bit messy in here. And I might be responsible for some of that too.

So if you have some questions, I'm happy to answer them. Here are some of my thoughts:

  • No, this game is not designed for 12 year olds. Nor am I 12 years old. Being a bit older, the high era of my gaming was in the nineties, and I intend to make a game in the spirit of the roleplaying games of that era. Not exactly like them though.
  • Of course you can play a male character. There should be a wide range of characters and visual customization to choose from, but while gameplay and animations count are not finalized I don't want to spend too much time yet making multiple characters.
  • This is no political game, but part of my belief is that people should be friendly to each other and tolerance is very important, so some of that might of course make it into the game. Personally I find it a bit sad that in a genre that is so much about giving options that the addition of a further option (playing a trans-gender character) is a point of discussion.
  • The game will have stats. But light-weight, more Ultima 7 than a Fallout 1/2 / Daggerfall. So almost non-existent for purists out there. If you think that stats are the most/only defining characteristics of making it a roleplaying game then we'll have different opinions anyway. Here is a screenshot of the simple stats screen, but the plan is anyway to model the actual gameplay first and then the stats on top.
  • I agree the combat looks boring still. Two things about that.
  • One: Choosing realtime was a deliberate choice because part of my interest in this is (like Ultima 7) world simulation, and I find turn-based very tedious for that. Turn-based tends to lock games into two modes, where with simulation it should be an ongoing play. What happens if you shoot an NPC in a bar? Having to wait until 23 NPCs made their turn? Not what I want.
  • Two: As the game is centered around one character and realtime a natural iteration now is to make it more action-like (think Dark Souls, not Diablo). In the process of that, but with dashing/rolling added it feels a lot better now. (Part of the reason I didn't try this earlier was probably because I was not confident enough as an animator. That's also improving.)
  • The dialogue and the setting. I know it's a matter of taste, and it will certainly not meet everyone's. Just want to say here that this project probably differs much from others in the regard that it was online from day one, and what other people might muck around with or make their jokes with behind closed doors during that multiple years of development or especially in the beginning: here it was part of the "posting daily on Twitter about it". And that will always lean more towards light-weight humor. There it's natural to post non-working or non-serious stuff. So while parts of the final game will be like that, the perception of the whole thing is too much skewed towards that yet.
  • The art. It's not about retro for me. The pixelart fits the right spot between abstracted and handmade so imagination can fill places. But it's a matter of taste, too, of course.
I'm happy that some people are interested in this game. And while I might not always have done the best job communicating this game, I'm learning. Hopefully improving.
Thank you for reading this.​

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Dishonored 2 - Review @ MMORPG
Posted: Dec 03, 2016, 01:12 am by RPGWatch

[​IMG]MMORPG has reviewed Dishonored 2:

Not So MMO: A No Spoilers Dishonored 2 Review
We've been playing Arkane Studios' Dishonored 2, and today we offer our thoughts on the game in our Not So MMO review of the sequel. Does it continue the tradition of open exploration and stealth with a healthy dose of RPG progression and choice?

Dishonored 2's beautifully bleak world, incredibly level design, and top notch AI make for an altogether grand experience that will have fans of the classic Thief series truly enthralled. Its story is not the best narrative you've ever seen, and the voice acting (even of Vincent D'Onofrio and Rosario Dawson) is rough. Not Peter Dinklebot of Destiny Infamy bad, but it's not great. That said, there's little in Dishonored 2 that would keep me from recommending it for all fans of stealth action games. Simply put, it succeeds and surpasses where the sequel laid the groundwork.

OVERALL SCORE - 9/10 - Highly Recommended

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Bevontule - Try the Demo
Posted: Dec 03, 2016, 01:12 am by RPGWatch

[​IMG]Game Jolt suggests that you check out the demo for the upcoming turn based RPG Bevontule:

Drawing inspiration from a wide variety of different types of role-playing games, Bevontule is an upcoming computer RPG with a large emphasis on plot, lore and character development, as well as combat, customization and progression.

Featuring a deep, challenging and innovative turn-based tactical combat system, Bevontule's primary emphasis is on the many ways in which characters can master the nuances of their available skills and equipment setups to best dispatch the varied and highly intelligent enemies they will encounter.

At the same time, progression is driven by a very tightly-written and mythology-deep storyline that has been decades in the making and is codified in many short stories, maps, sketches and even its own wiki. Not only is the main storyline arc of the game solidified, but so too is the extensive history and setting in which the game occurs.


Some gameplay by GoGamerGo:

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Betrayal at Krondor - Krondor Confidential - #XI
Posted: Dec 02, 2016, 07:12 pm by RPGWatch

[​IMG]Neal Hallford recalls the day that Betrayal at Krondor hit store shelves in the latest part of Krondor Confidential.

I have to admit that I don't remember the actual day that Betrayal at Krondor hit stores. Today major game releases are accompanied with signing events, and Twitter storms, and all kinds of pomp and circumstance, but we simply didn't do that sort of thing in 1993. A publicity blitz back then meant hustling for magazine covers for months in advance, and making sure you had a big presence at E3. Maybe you could get a TV news program to cover you if you had some kind of exploitable current event connection. For our team though, release day was simply time off after nearly two years of extraordinarily hard work. Though we were pleased with what we'd done, we had no idea how it would be received. We'd broken a lot of the "rules" for making RPGs along the way, and the game was crazily ambitious for the time. The one thing about doing anything creative is that the creator is aware of the gap between what they had in mind at the start and the thing they ultimately produce. All of us had things we would have liked to have done better, or to have expanded further. We could have iterated until Doomsday, but the time came to push it over the wall and call it done and start work on the sequel. All we could do is sit back and wait to see how the world would react.

From the beginning, we knew our first and most important critic was going to be Raymond E. Feist. His name was, after all, sitting above the title of the game, and he'd forever be tied to the success or failure of it despite having only minimal input on its actual development. It had been important to me in particular to get it right because Dynamix had handed me the keys to his universe without his knowing who I was or what I would do with Midkemia. I owed it to Ray and I owed it to his fans, but more than any of that, I owed it to the company to make sure Ray would be on board with whatever we did. If he loved it, he could make a very big difference in our efforts to promote the game. If he hated it, however, the many risks that we had taken during development could end up being disastrous for everyone.​

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Dishonored 2 - Game Guide @GamePressure
Posted: Dec 02, 2016, 07:12 pm by RPGWatch

[​IMG]Game Pressure has a game guide up for Dishonored 2 if you feel the need for tips and 100% completion. It contains a walkthrough, exploration and combat tips, and locations of all available collectibles.

Dishonored 2 game guide contains:
  • Description of game mechanics;
  • Description of skills of protagonists;
  • Detailed walkthrough along with useful tips;
  • Description of targets and ways of eliminating them;
  • List of all collectibles;
  • Technical details, along with PC system requirements.

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The Ninth World - The Numenera Setting Explored
Posted: Dec 02, 2016, 07:12 pm by RPGWatch

[​IMG]@psychotrip takes a look at the Numenera setting and explains its ins and outs.

Numenera's official website:

"The Ninth World" Fansite:

Tides of Numenera steam page:

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Battle Brothers - Ambitions
Posted: Dec 02, 2016, 07:12 pm by RPGWatch

[​IMG]In dev-log #89 the devs of Battle Brothers tell us about the campaign goals of the game:

This week we're talking 'ambitions', a new feature and part of the overarching campaign goals as announced on our roadmap to the finish line. What are ambitions and how do they work? Read on!

Battle Brothers is a game about leading a mercenary company. It's also an open world game that relies heavily on replayability. When it comes to introducing overarching goals to the game, then, a linear story would quickly conflict with replayability, and any story straying from the mercenary narrative would quickly feel artificial and conflict with what the game is supposed to be about. Maybe you care about saving the world or the fate of some princess, maybe you don't, but it's for you alone to make that call, and we don't want to force you into a story that may not align at all with how you want to play a game that should be about your mercenary company. Indeed, the one constant in every campaign, and the one constant for everyone enjoying the game, is building up your own mercenary company, and that's why this is and will be the overarching goal of the game.

We'll be introducing 3 different aspects to support this further and give you more sense of purpose, progression and challenge; ambitions, the ability to finish your campaign by retiring from your company, and late game crises. Each of these will be covered in detail in the weeks to come with their very own dev blogs, and we're starting things off by taking a look at the first of these aspects today: ambitions.

Not surprisingly, players approach the game quite differently. While some easily motivate themselves to build up their company and pick up challenges on their own for dozens of hours, if not more, others crave for being provided with more direction and structure. We're introducing ambitions as mid-term milestones for you to work towards on the path of forging a legendary company in a way that fits the game's narrative and lets you earn unique rewards.


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Legrand Legacy - Kickstarter Update
Posted: Dec 02, 2016, 07:12 pm by RPGWatch

[​IMG]Learn more about Tel Harran - The City of Slavers - in this Kickstarter update for Legrand Legacy:

Tel Harran - The City of Slavers
How is everyone enjoying their weekend? Ours is off to a great start: we're thrilled to mention that Legrand Legacy is now over 30% funded thanks to all of your support, so be sure to continue to share the link to the Kickstarter everywhere!

Legrand is home to a plethora of fascinating landscapes and cultures. Today we start with the first stop in our tour of some of the game's regions. Who knows, we might have time to give you a sneak peak at some of the regions we're currently working on! For our first stop, it is time to visit Tel Harran, the City of Slavers.

The city of Tel Harran was built by the Ahrimans, a race of intelligent bipedal lions, to show their superiority over humans. The citizens of Tel Harran have been practicing slavery since the city was founded, and their main source of entertainment involves having slaves fight each other to the death in the blood arena, which is exactly where Finn's (mis)adventure begins.

If you have played the Legrand Legacy Pre-Alpha Prologue, then you know there are quite a bit of things to do in the bustling Harrean Market! You can visit the apothecary to get some unique healing items, such as the Bloodstone Shards and Crossbones, or you can go to the Blacksmith to purchase swords and armors - just as Master Geddo orders. If you fancy a ride on the Ruggamsh, it's also quite a steal at only 50 Danaar!


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Dungeon Rats - Update #1
Posted: Dec 02, 2016, 01:02 pm by RPGWatch

[​IMG]The dungeon crawler Dungeon Rats got an update:

Update #1

It's been 2 weeks since the game was released, so it's time to roll out the first update.

  • Added an optional system to highlight enemies, allies, and active characters (see the screen above).
  • Bomb explosions have better sounds and visuals.
  • Improved models and icons for armor made from creatures' hides
  • Hover your mouse over the enemies to see their hit points (among other things)
  • Added more info on weapons (type and one-handed or two-handed)
  • Added improved help screen (press F1 when playing the game)
  • Bows can be decomposed
  • Improved collision and visuals of the black scolopendras' nest
  • Schematics icon no longer covers the number of items
  • Increased shields' vsRanged by 5.
  • Reduced the Constructs' shield vsRanged to 40 (from 50).
  • Slightly reduced the Constructs' ranged damage.
  • Fixed the lack of "helmets" on the Constructs.
  • Liquid Fire's duration reduced from 4 turns to 2.
  • Reduced Roxana's skills a bit (Dagger, Xbow and CS) and her starting skill points (20).
  • Reduced Hieron's starting skill points to 10, increased Hammer and CS skill by 1.
  • Increased mobility bonus to 3 per tile (from 2).
  • The Constructs' drop rock oil not per unit killed but her fight.
  • Added more sticks and stones to break your bones.
  • Tweaked the chest reward after the second fight (new game only).
  • Added more wood in the first levels.
  • Tweaked stones and javelins stats.
  • Lowered heavy throwing items weight.
  • Lowered the amount of alchemy ingredients.
  • Added a few extra sources of rock oil.
  • Slightly lowered spear interrupt chance.
  • Spear Interrupts no longer does criticals
  • Rebalanced Scaurus' spear and shield, and made them unique instead of crafted.
New Bomb Mechanics:
  • Chance to knockdown is now tied to the CS chance and CON (lower for high CON characters, higher for low CON characters). Before it was tile based (100% if you were at the center, half for each tile away).
  • The CS bonus is 30% at the center of the explosion and goes down with every tile.
  • Added chance to damage armor. Frag bombs increases the chance.
  • Criticals increase damage.
  • Added Shield Bash ability to tower shields
  • Fixed the passive bonus info for bows and xbows.
  • Fixed camera jumping up and down on character switch
  • Fixed potent poison's damage
  • Fixed wrong status icon tooltips displayed over portraits
  • You can no longer dismiss allies during combat.
  • Fixed getting One Man Band instead of Tinman if you won in normal or hard difficulties ironman.

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Startrail HD - Remastered Music
Posted: Dec 02, 2016, 01:02 pm by RPGWatch

[​IMG]The Early Access version of Startrail comes along with five well made remastered music tunes. You can find German update notes for version 0.71 here.

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The Dwarves - Meet "Narmora" Video
Posted: Dec 02, 2016, 01:02 pm by RPGWatch

[​IMG]@Gamebanshee they have the latest hero video from The Dwarves known as Narmora.

The latest Meet the Dwarves video from KING Art Games introduces Narmora the Assassin, an elf who can leap around the battlefield and backstab enemies, sometimes even chaining kills with her Shadow Death skill. Take a look at the video presentation below:

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Mass Effect: Andromeda - Absent Races?
Posted: Dec 02, 2016, 01:02 pm by RPGWatch

[​IMG]@RockPaperShotgun Mass Effect: Andromeda is set in a different region of space but don't be surprised to see some familiar races show up.

Krogans are reportedly going to be there too, but apparently don't have their own ship. There's evidence to suggest that one of the blighters will fetch up on your team, however. The short-tempered rhino-Klingons feel a bit less played out somehow, but perhaps that's because they're based on a clearer, more timeless archetype and their aggressive nature can keep them in the frenemies bracket without requiring elaborate new explanation.

None of the other existent ME races have been spotted anywhere as yet. This doesn't mean a few of 'em them won't crop up somewhere in Andromeda, but creative director Mac Walters has told Game Informer that "For hopefully obvious reasons, they're not all going to show up in the first game." My guess would be that 'obvious' means 'we don't want to do basically the same thing all over again.'

Leaving out the factions we know are there, those in contention to be absent from the new galaxy are Quarians, Geth, Drell, Volus, Batarians, Vorcha, Elcor and Hanar.

WHICH IS ALL THE BEST ONES. Apart from the Vorcha. Space-goblins are too obvious.

I'll particularly miss the Hanar and the Elcor if they don't show up. Actual Otherness, not just more bipeds. Fortunately, Walters goes on to say that absent friends may not be eternally absent. "We've designed the IP in such a way that they can all show up." Even if these chaps didn't get their own colony ships, space magic can solve anything, remember.​

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Project Wright - The Outsiders David Goldfarb
Posted: Dec 02, 2016, 01:02 pm by RPGWatch

[​IMG]David Goldfarb talks to PCGamer about Project Wright and why they decided to explore what life is like at the other end of the sword.

"It would be great if people did get emotionally attached to the creature, for sure," he says. "Certainly the incredible feedback we had from the Unity teaser we released gives us hope they might! As far as people relating to them being potentially difficult, I don't think so. There is a sort of universality of experience that lets us have empathy for animals, robots, and whatever else the imagination can come up with in fiction, film, and games."

As for the Dark Ages setting, Goldfarb says it allows the developers to root the game in history, while still giving them some freedom to be creative. I ask him what makes this time period so interesting. "We know comparatively little about it, but enough to ground some of the more fantastic concepts of the game. I really think using history as a familiarity base helps make the fantasy stronger when you deviate from it, as opposed to creating a believable new world from whole cloth. That's much harder."​

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