Flatspace IIk is a top-down space trading game with the emphasis on free exploration. In Flatspace, you choose your profession and are given a small spaceship with a scattering of random weapons, then you are free to earn a living, explore, hunt, trade, grow; upgrading your ship and equipment, eventually buying ships with crew members, and discovering the game's many secrets. Each game is different, with an intelligent random universe, populated by thousands of intelligent ships.
Influences include classic space-trading games like Elite, and RPG Dungeon Crawlers like Nethack.
Play as Rowan, a secluded witch with a bad temper, who has to run after the people who stole her treasured ring given to her by her dead mother. But... could it be that the ring hides more than just emotional value?
Extensive, Epic Adventure Worth 30-40 Hours of Gameplay
Optional Mouse Control with Associated Menu Bar
Stunning Artworks from the Team Behind Moonchild and Opaline
Namable Characters - Fight With Your Friends if You Feel Like it
Side-view Battles with Incredible, Menacing Monsters
Shiness Reminds the RPG Genre How to be Original A colorful world injects new life into a familiar genre.
Shiness: The Lightning Kingdom is an action-RPG that was funded partially on Kickstarter. Developed by Enigami, it was released on April 18, 2017. Initially, when it was announced, Shiness comes across as a bright and vivid RPG with interesting and original races and characters. With a nice roster of characters to play as the game looks like it calls back to the old days of classic RPGs with varied personalities.
As it turns out, aesthetically speaking, it did just that. But the gameplay was something refreshingly new. Fights take place in an arena, which is basically just where you were on the map with a bubble around the boundaries. The controls aren't monstrously difficult, and fights can go pretty fast if weaknesses are taken advantage of.
Combat includes combos, dodging, parries, and spellcasting. Teammates can even be swapped out on the fly. Each character can be equipped with different equipment and fighting styles as well as spells, allowing players to custom build different characters with different strengths and weaknesses. Each character can only have four types of magic equipped at a time, but being able to switch out characters so easily allows for great strategies.
Overall, Shiness was an enjoyable game.
At a price point of $30, it's absolutely worth the price despite its shortcomings. With how dense the world seems to be, many sequels could be spawned from this title, and perhaps even alleviating the previous complaint of unanswered questions.
Shiness: The Lightning Kingdom is a breath of fresh air, while also reminding us what made the PlayStation 2 era so great with its originality and narrative decisions. Many RPGs today resemble movies, leaving no room for the player to just feel the world out. Shiness encourages it with its dense and color packed environments and keeps you coming back with its fun combat.
Conquer the New world: In the 16th Century, Spanish explorers and soldiers reached the shores of America. The search for gold, fame, and adventure drove these travelers into a treacherous wilderness where they faced hunger, disease, and dangerous predators. In their wake, the Aztec Empires lay in ruins.
Re-write the history of the Conquistadors: Forge diplomatic alliances with the natives... or crush the savages and bring civilization to the pagan tribes! Create an expedition of individual characters: Choose your followers wisely from over 30 characters, but be careful - they each have their own traits, opinions and moral standards.
Hunt for unimaginable riches and fight intense battles in the unforgiving jungle. In this turn based strategy RPG, a cunning plan is as vital as thoughtful resource management. Expeditions: Conquistador offers a rich storyline separated into two campaigns, challenging players throughout 25+ hours of gameplay. Strategy veterans as well as newbies will find their turn-based El Dorado!
Discover the New World! Travel to legendary locations in America, roam the jungle on the hunt for mystical temples as well as ancient ruins.
Create your own party of followers! Choose from more than 30 characters, train your recruits and lead them to battle. Coach them as they will develop from untrained recruits to fierce battlefield veterans.
Four highly customisable difficulty levels will challenge pros and newbies alike. But be warned: The Iron Man mode is a real beast!
Choice & Consequence: Use your skills to avoid hostility or, when diplomacy breaks down, adapt your tactics to highly varied terrains across more than 70 battlefields.
Challenge your friends to tactical PvP combat in either Hot Seat mode or via TCP/ICP.
Bevontule is a modern take on the role-playing genre, inspired heavily by Japanese, open-world and tactical RPGs. While we draw from and are happy to list our many 'golden age'-era influences, Bevontule maintains a strong identity, presenting an array of unique gameplay elements that expand upon and innovate beyond many of the systems we ourselves loved as children.
Mature and highly-detailed plot spanning thousands of years, inspired by games like Xenogears and Shadow Hearts.
Unique and challenging tactical, turn-based combat system where proper positioning and timing are critical.
Beautiful 3D environments to discover, explore and conquer, including a massive, JRPG-style overworld.
Free-roaming enemies with a wide variety of movement patterns, behaviors and habitats; avoid or engage at your own discretion!
Unrelenting and highly-intelligent enemy AI that can be scaled to various difficulty levels.
A large cast of interesting characters with defined roles, yet deeply customizable skillsets, with multiple builds for each combatant.
Enemies learn and level up as you do, accessing new skills, tactics and other 'enhancements.'
Unlock, learn and equip from hundreds of combat skills, attribute bonuses, and world-based buffs.
Scavenge, create and upgrade items with our original skill-based crafting system.
Integrated bestiary system that rewards discovery, experimentation and exploitation of enemies for rewards.
Loads of side-quests, optional bosses/areas, and minigames!
A new class is coming to The Elder Scrolls Online - the Warden:
The Elder Scrolls Online: Morrowind -
Warden Gameplay Trailer
In The Elder Scrolls Online: Morrowind, Tamriel has a powerful new protector. On June 6, you can take control of the first new class to join ESO since launch: the Warden. These guardians of the wilds protect Nirn with a host of unique, nature-based abilities. Watch the Warden Gameplay Trailer for a look at the kind of hero you can become, and learn more here.
Join Myra, a young witch, on a fantastic journey to save her best friend. It's not going to be easy - her world is at war, predators made up of an elite group of warriors that fight against magic users are fighting against all of the magical kind.
The game features 10 playable characters, with a compelling storyline for you to play. With twist and turns, betrayal, friendships and maybe even love this is a magical adventure for you to enjoy.
In addition to the main story there are over 20 Side-Quests to complete and over 15 Secret Areas to discover. You also get to hunt for relics which give you special field abilities. With an original soundtrack, great locations and more we hope you will enjoy the game.
Choosing the right binary options broker can be very time-consuming. 7binaryoptions.com makes it much faster and easier.
General News - Sunless Chronicles
Posted: Apr 22, 2017, 09:43 am by RPGWatch
Interesting one man project - Sunless Chronicles:
Sunless Chronicles - Action RPG Project made in UE4
This is an early prototype of a one-man project heavily inspired in the Dark Souls series. It is being developed entirely in UE4. This is a demo level using UE4 Infinity Blade maps (Frozen Cove) to show off the combat mechanics, which are still in progress.
The game will be released for Windows, hopefully in 2017. There will also be iOs and Android versions available for free.
General News - 25 best tactical RPGs
Posted: Apr 22, 2017, 09:43 am by RPGWatch
GamePressure made a list of the 25 best tactical RPGs:
Roleplaying in turns - 25 best tactical RPGs
As hack'n'slash constitutes one extremity of the RPG genre, its other side are the tactical RPGs, emphasizing complex, strategic battles played in turns. Here's a ranking of the 25 best tactical RPGs, according to our staff.
Tactical RPG, also known as SRPG, is a genre that's been present on the market for over 30 years. They're most commonly associated with Japan and gaming consoles. It's a natural consequence, as the genre was popularized by the Fire Emblem series, which didn't come to Europe until 2004. That's why SRPG, while highly popular in Japan, remains on the sidelines of western gaming. In recent years, however, it seems like the situation is slowly changing.
Thanks to indie titles such as The Banner Saga or Invisible, Inc. and the latest installments of the Fire Emblem series on Nintendo 3DS, more and more people are picking up interest in tactical RPGs. That's why we've decided to prepare for you a list of the best representatives of the genre, according to our staff.
25. Chroma Squad
24. Fallout Tactics: Brotherhood of Steel
23. Project X Zone
22. Resonance of Fate
21. Odium (Gorky 17)
19. Jeanne d'Arc
18. SteamWorld Heist
17. Vanguard Bandits
16. Incubation: Time is Running Out
15. Ring of Red
14. Stella Deus: The Gate of Eternity
13. Valkyrie Profile: Covenant of the Plume
12. Vandal Hearts II
11. Grand Kingdom
10. Shadowrun: Dragonfall - Director's Cut
09. Shin Megami Tensei: Devil Survivor Overclocked
08. The Banner Saga
07. Shining Force III
06. Valkyria Chronicles
05. Front Mission 3
04. Fire Emblem: Awakening
03. Disgaea 5: Alliance of Vengeance
02. Final Fantasy Tactics
01. Tactics Ogre: Let Us Cling Together
Victor Vran: Overkill Edition - Interview
Posted: Apr 22, 2017, 09:43 am by RPGWatch
Wccftech-Interview about Victor Vran: Overkill Edition with Haemimont CEO Gabriel Dobrev and Producer Bisser Dyankov:
Victor Vran: Overkill Edition - Chatting with Haemimont on Consoles, Motörhead & More
Haemimont Games, the largest Bulgarian development studio, is mostly known for the last three Tropico games. However, their most recent title is Action RPG Victor Vran, originally launched on Steam in July 2015 to overwhelmingly positive user feedback (90% of the total user reviews are positive).
The game is now about to get an 'Overkill Edition' which will launch on consoles (PlayStation 4 and Xbox One) as well as PC. This version of Victor Vran comes with two brand new adventures: Fractured Worlds and Motörhead: Through the Ages, the latter clearly inspired by the famous English rock band.
We were able to send a few questions to Haemimont CEO Gabriel Dobrev and Producer Bisser Dyankov to learn more about Victor Vran: Overkill Edition ahead of the upcoming release.
Victor Vran launched almost two years ago on PC. Are you satisfied with the game's performance and user feedback? Why is it the right time now to launch on consoles?
When we first launched on Early Access we didn't know exactly what was going to happen, but we knew something was going to happen and that paid out really well for Victor Vran.
The players had a lot of involvement in what the game became later on. Initially, we weren't really planning to add as much content as we did, but the direct comparison that everybody was doing with Diablo just more or less gave us the input to do something that can stand up next to Diablo in terms of playtime and amount of content.
We're combining the launch on consoles with the launch of the new content on PC and because we couldn't launch it on consoles originally we believe that now is a really good time to do it. Console players will have access to content at the same time of PC players.
Hellpoint Preview: Sci-fi Souls With a Horror Twist
Hellpoint by Cradle Studios, is an interesting blend of Dark Souls, Bloodborne and the space horror atmosphere of Dead Space. While clearly taking the backbone of its gameplay from Souls, the environments, setting and mood are all clearly inspired by dark sci-fi experiences like Dead Space, Alien or something in that similar vein.
As you fight your way through the demo level, a space station orbiting a black hole, the gameplay has a familiar feel, but the atmospheric mood is less than comforting. Let's take a deeper look at a promising Indie game that just hit Kickstarter a few days ago.
Update from the developers
Hello Syberia community. First of all thank you for your support and feedbacks ; both negative and positive. We are really happy to see that Syberia community is so strong. We really hope that new and ancient players will enjoy this new sequel and we would like to strengthen and improve our communication with the community. There is a lot of message and we are reading all of them and take all into account in order to provide you with updates.
We are currently working hard to deliver a patch as soon as possible that will help you to improve your game experience. Here is the list of the known issues we are working on.
Controls: we are improving control on keyboard/mouse and compatibility with most gamepad controllers.
Russian and Chinese Fonts are too small
Voice over and sound issues:
Save game issue: some of you have issue loading previous save. Currently the only known tip is to start a new game and load the previous save.
Cyberpunk 2077 - Brian Bethke responds to Cyberpunk Trademark
Posted: Apr 21, 2017, 09:22 pm by RPGWatch
A statement from Brian Bethke about CD Projekt's Cyberpunk trademark on World Trademark Review:
Cyberpunk legend expresses concern over controversial trademark: "I wish someone from CD Projekt Red would contact me"
There has been an outcry over trademark applications for the term CYBERPUNK filed by video game developer CD Projekt Red. While much of the negative sentiment has been put to rest after the company released an open letter expanding on the marks, some concern remains - including from Bruce Bethke, who originally coined the term 'cyberpunk' in 1980.
The furore began last week following the discovery of an EU trademark application for the term CYBERPUNK, the term used for a popular subgenre of science fiction (exemplified by classic works of fiction including Blade Runner, Ghost In The Shell and Neuromancer). The trademark registrant was CD Projekt Red, developer of the popular Witcher series of video games and an upcoming title in development called Cyberpunk 2077 (based on 1980s role-playing game Cyberpunk 2020, created by R. Talsorian Games).
A comment emerged that was attributed to Bruce Bethke, the author who originally coined the term 'cyberpunk' in in a popular short story written in 1980. He claimed that entities often try and trademark the term but they "never hold up" due to "the enormous amount of well-documented prior art". Other commentators directed their disappointment at CD Projekt Red, with one asking: "Would it be better if they went with 'Cyberpunk 2077' specifically? This seems like overreach." Another compared the mark to previous trademark applications that received public backlashes: "This is exactly the same as oppressive trademarks such as [King.com filing for] Saga or what the Fine Bros tried to do with React, however I can guarantee that despite how [bad] this is, there will be people ... who will defend this. In their eyes CD Projekt Red can do no wrong. This trademark will probably get rejected but it's still a scumbag thing to attempt to get."
Phoenix Point - Survey Results
Posted: Apr 21, 2017, 09:22 pm by RPGWatch
Snapshot Games published the results of their Phoenix Point survey:
Phoenix Point Survey Results
Here are the results of the Phoenix Point survey. There were 1861 replies. Thanks to everyone for participating. I will be doing an analysis for the next newsletter.
Question / Importance (1-5)
How important is it for the aliens to have a good AI in tactical battles? 4.6
How important is it to have a large variety of mission objectives 4.4
How important are destructible environments? 4.4
How important is it for to have a mutation/evolution system to generate a large variety of aliens? 4.2
How important is multi-level terrain (e.g. multiple floors in buildings)? 4.2
How important is it to have interesting story elements and plot twists? 4.0
How important is it to have a large variety of weapons and equipment compared to modern XCOMs? 4.1
How important is it to have procedurally generated battlefields? 4.0
How important is it for you to fight tactical battles to defend your base from alien assault? 4.0
How important is it to have extensive skill trees for each character class? 4.0
How important is it to have other human factions to trade/ally/fight/interact with? 3.8
How important is it to have a detailed resource / economic system? 3.8
How important is it for the shooting to have a more realistic model for hit probabilities? 3.8
How important is it to have a wounding system that can disable different body parts? 3.7
How important is a detailed geoscape reminiscent of the original X-COM? 3.7
How important is it for the game to feature fights with huge monsters? 3.7
How important is it to have modding? 3.6
How important is it for soldiers to have inventory management in battle? 3.5
How important is it to build multiple bases around the world? 3.5
How important is a modern Lovecraft/Cthulhu style theme and story? 3.5
How important is it to have a stealth system and stealth abilities for soldiers in battle? 3.4
How important is it to have drones/mechs/mini-tanks in tactical battles? 3.4
How important is a Time Unit (Action Point) system in tactical battles instead of a 2-action system? 3.2
How important is it to have larger squad sizes (8 or more) in battle? 3.3
How important is it to have less RNG dependent shooting compared to the modern XCOM? 3.2
How important is it to have a detailed air interception system? 3.2
How important is it to have a soldier class system instead of flexible soldier development? 2.6
How important is co-op multiplayer (e.g. some kind of horde mode)? 2.4
How important is it to have a pod activation system as in modern XCOMs? 2.4
How important is it to have controller support on PC? 1.9
How important is PvP multiplayer? 1.7
How important is it to have a console version of the game? 1.6
Thanks to all of you who took part in our survey. Now I want to share the results with you and discuss some of the interesting points.
Good AI tops the poll, and this is slightly, but pleasantly, surprising. For me it is always important, but I also want enemies to have distinct behavioural traits and a bit of unpredictability (i.e. randomness) thrown in.
A large variety of mission objectives comes second, and this is understandable. This is one of the key mechanisms which can make missions interesting over the long stretch of a campaign. I also want missions to have a meaningful context in the wider, strategic level of the game - and I want them to have their own unique stories. It's a tall order, but clearly a high priority.
Fully destructible environments rank 3 in importance. It's great to know that people still want to blow stuff to bits. I was a little disappointed that in XCOM 2 I could barely raze one building to the ground with a squad of grenadiers. I want to see structures toppled crushing monsters beneath them. I want enemy cover obliterated. I want mass destruction to be a possible strategy - at least in some situations. Bring it on.
At number 4 the mutation system for the aliens is a key new and unique feature, so I am pleased that this is rated so highly. But, as they say, the devil is in the details. We have a basic system working already and it is already proving interesting. However, we found that it is important to convey visually in some way all the key abilities that an alien may have, and to let the player get used to a certain type before mutation occurs. You will be able to name the alien mutant variants yourself, by the way, which can help with your battle field assessments e.g. the next time you come across 'vomiting b*****d' you know not to get too close to it.
Multi-level terrain at number 5 is a mild surprise, especially given the difficulty of navigating a more vertically complex map. We will have to strike a balance between interesting topology and usability here. Good level design is key.
For the 6th most important feature It's great to see value attached to interesting story elements and plot twists - and you can be assured that with the extensive world building we have been doing with our writing team (Jonas and Allen) you will not be disappointed on this score.
It's nice to see base defence missions ranked high at number 9. I missed this with the new XCOMs. In Phoenix Point your bases can be attacked by other human factions, not just aliens. Furthermore, the aliens will steal technology from you and other human factions. This should spice things up a bit.
Pleasantly surprising for me was the desire to have a more detailed economic system. Phoenix Point has some distinct 4X like elements to the strategic side of the game. The human factions gather resources, build structures, establish new havens, build tech and enter into alliances. From the player's point of view, exploration, resources and diplomacy are important. I am very excited by developments in this part of the game.
The bottom end of the table reveals that you clearly want the focus to be on a PC based, single player experience. It would definitely be wise of us to place our limited resources in this direction.
Finally, thanks for your support - and look out for some major news very soon.
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