INSOMNIA: The Ark - Review @ Indigo Gaming
Posted: Nov 18, 2018, 11:02 am by RPGWatch
Indigo Gaming has reviewed INSOMNIA: The Ark:
INSOMNIA: The Ark Review | Old-School Fallout Successor
Don't like the direction Fallout 76 went? Here is the debut episode of a series where I explore the games that emulate that old-school Fallout feeling. Apocalypse Archives is going to be a set of reviews of post-apocalyptic RPGs, action and survival games that are compelling, fun and immersive, with great alternatives to Bethesda's more divisive Fallout 4 and Fallout 76 titles.
The first game covered in this series is Insomnia: The Ark, a game by Studio Mono, set on a decrepit space station where factions, clandestine operatives and supernatural forces collide in an unusual but compelling setting. Borrowing elements from old-school Fallout, and new-school RPGs like Mass Effect, this game is one to keep an eye out for.
Warhammer 40,000: Mechanicus Review - Praise The Omnissiah!
It has been eons since the Imperium of Man had laid eyes on a Warhammer 40,000 (40K) video game that was exceptional. It seemed that for every step forward, there was always a step back. The advances of Dawn of War II were akin to the Great Crusade. However, mankind (especially Warhammer 40K fans) was betrayed by the Horus Heresy known as Dawn of War III. While Games Workshop hands out its licenses to various developers, very few could actually do the 40K universe justice - at least compared to what Creative Assembly and Fatshark have done for Warhammer Fantasy Battles. And so that brings us to Warhammer 40,000: Mechanicus, a turn-based strategy RPG, from Bulwark Studios and Kasedo Games.
The game will be the first to feature the Adeptus Mechanicus, the cybernetically-enhanced tech-priests, warriors, engineers, and scientists of Sacred Mars and countless Forge Worlds. Majority of 40K games tend to have Spare Marines as the usual protagonists, and so being able to play as an entirely different faction in the Imperium is a treat.
The characterization is superb! Each Magos even delivers their lines differently thanks to Ben Counter's writing. The explanations of various features and quirks in the game are even lore-friendly to a certain degree such as telling you what happens when servitors are damaged, how to permanently remove Necrons from play, and why the tactical feed looks like the way it does. It truly captures the essence of this often underrepresented faction of the Imperium.
The visual details for Adeptus Mechanicus units and Necron opponents are admirable. Likewise, the missions are quite challenging early on when you're building up your forces, and they're rewarding to boot. The varied customization options also add more depth to an already engaging system. In shor...
"The subject's emotional core has become heightened owing to the entertainment provided by this M3 tech. Acquire subject's logical input."
The Waylanders Kickstarter campaign is over! It has been an exciting, enriching and quite hardcore experience and we can't thank you enough for all your amazing support. To all of you who backed us, but also to the ones that shared our project or message us and send us your love and support.
Phew, what a month! Those last thirty campaign days have been a proper rollercoaster ride and felt more like half a year. But losing sleep, going a bit more grey and not seeing much of the world outside has all been worth it. The show of your support just knocked our socks off!
We're lost for words to thank everyone. We've said it so many times, but can't really repeat it often enough: THANKS!
Without all the 2648 backers from the US, Germany, UK, Canada, France, Australia, Sweden, Spain, Italy, Belgium, China and many, many more countries, nothing would have happened. But with all of you, this campaign has been a resounding success! We still can't believe that the campaign has been funded 120%. It was fully funded three days ago and we smashed three stretch goals! We're more than excited to get stuck in to carry on working with our team, including Edwin Pickett and the people at OnlySound, voice actor Stephen Chatfield, and of course with Francesca on the map, Casey and Scott on the writing and Kai on additional sound tracks.
All your comments, questions and feedback have been invaluable.
Vigilantes - V1.02 Released
Posted: Nov 17, 2018, 04:43 pm by RPGWatch
Patch version 1.02 for Vigilantes has been released.
Vigilantes V1.02 is now available. It's a small, but important update, which fixes the vast majority of known issues. Most notably, the bug which could cause the game to become responsive when using the last trauma kit or explosive in an equipped stack is now fixed, as is the issue with displaying crafting options on 4K screens.
Though focusing on improving stability, the update also represents a small, first step toward providing better in-game information, improving usability, and adding content: Save games made from now on will be organised by real world date, there are notifications to better inform players about armour/weapon upgrades and an encounter in which you must escort a journalist being pursued by a mafia hit-squad has also been restored.
Well, war has certainly changed. Fallout, the RPG series with a 20-year legacy, finds its latest entry taking another chance at braving a new direction: online multiplayer. It puts a major focus on cooperating with other people in a world with perpetual activities that seek to sustain your engagement indefinitely. It's an enormous game and there's a lot to see. Because of its online nature, GameSpot staff got access to the full version of Fallout 76 on the day of its general release, so we've been playing alongside you and everyone else.
At the time of writing, I've spent three modest days with Fallout 76, leisurely soaking in the world, churning through quests, and cooperating with both friends and strangers to do quests, participate in public events, and explore. I'm a series-long Fallout fan who's enjoyed every mainline entry and avoided 76's beta tests with the intent of making sure my first taste was of the launch product. I'm compiling my early thoughts here and will be updating my opinion with a finalized review once I've taken enough time to dive deeper and see the breadth of what Fallout 76 has to offer.
Fallout 76 attempts to pull off some significantly new ideas for the series, but with few exceptions, they notably diminish many aspects of the game. Multiplayer is fun, but it's not an ideal way to enjoy questing, and the shooting mechanics aren't strong enough to make combat-heavy activities enjoyable for long periods. Things feel better as a solo experience, but the lack of in-universe characters makes becoming emotionally invested in the world and your goals difficult.
I'll continue to play the game with the intention of finishing the campaign, a good portion of the side quests, and getting involved in end-game content. This review will be updated and finalized when all that happens. But at this early stage, I feel like the only reason I'm enjoying the game as much as I am is because of an existing fondness for the Fallout series, not because of anything that can be distinctly attributed to Fallout 76.
Code of the Savage - Alpha Demo
Posted: Nov 17, 2018, 10:42 am by RPGWatch
A new update for Code of The Savage announces Alpha demo version 0.276.
Alpha demo version 0.276
I am going to do an update roughly once per month (more or less).
This update is all about the sidebar. I have now added sidebar tabs! You now see equipment, stats, skills/spells, and a journal log tab. (the skills tab is still under construction).
The log tab will update automatically when new information is given to the player. When a journal entry is completed, it will turn green. You will also see a filter button that will switch between displaying completed, incomplete or both. Give it a try! speaking to some NPCs or triggering specific events will add a new journal entry.
The stats tab is just an area that will display more detailed stats such as hunger level and current effects the player is under (poisoned, cursed, bleeding, blessed, etc etc...) The effect icons are just placeholders and are non-functional at the moment.
Some other changes/fixes:
Arrows now splash if fired into the water
Fixed an issue with the step sound
A map and sextant have been placed at the start position. Move them to your inventory and then press M to bring up the map. This will show your location on the world map to give to an idea of the scale.
The annoying wolf has been removed...
Fixed issue with a crash on player death
Many other smaller bug fixes...
Going forward, I will be uploading the new Alpha Demos to the same Dropbox folder each time a new version is available. The link to this folder will be emailed to eligible backers. Please read the README.TXT included in the zip file
Millennia in the future, an interstellar war between the Zinethian Confederation and the Thrasik Empire has erupted leaving entire sectors a spaceship graveyard. Equipped with more advanced weaponry, the Zinethian Confederation is on the verge of winning the war, but all is not as it seems.
The fate of billions rests in the balance as ambitious scientists race to unlock a powerful secret, one that sets Captain Hector of the Thrasik warship Rhoube and his determined crew on a collision course with military governments, the empress, and his own reality.
An epic sci-fi story that unfolds as you travel through the stars visiting various planets and beautifully-rendered regions of space
Battle with futuristic weapons using an evolved Active-Time-Battle system
Devastate your enemies with the new Chain Command system!
Upgrade your ship and have full control as you navigate through asteroids and nebulae while fighting your way through entire fleets in destructive ship combat!
Experience a powerful and haunting soundtrack composed by various independent artists
Choosing the right binary options broker can be very time-consuming. 7binaryoptions.com makes it much faster and easier.
Ancient Frontier: Steel Shadows - Available in December
Posted: Nov 16, 2018, 04:23 pm by RPGWatch
The standalone Expansion for Ancient Frontier, named Steel Shadows, will be available on Steam on the 11th of December.
Ready your crew of space pirates, Ancient Frontier: Steel Shadows arrives December 11th
'Expandalone' for turn-based strategy sci-fi RPG Ancient Frontier, is coming to Steam
Fair Weather Studios has announced that the standalone expansion to sci-fi turn-based tactical RPG Ancient Frontier will launch on Steam this December. Featuring multiple gameplay improvements, the fully voiced space RPG will allow players to experience the life of a pirate that roams the stretches of the known galaxy with their hand-picked crew. Set in the sci-fi universe of the frontier, Ancient Frontier: Steel Shadows builds upon the universe of Ancient Frontier, putting players in command of their own ragtag fleet of ships to embark in tactical turn-based combat with RPG progression.
Playing as Rogan Harker, a recently freed convict players will explore the vast expanse of space forming new friendships and conquering enemies to level and expand their fleet of ships. With an intuitive based combat system, Steel Shadows lets players customize their play experience as they unlock technologies in the extensive Tech Tree.
As a standalone expansion, Steel Shadows gives players the opportunity to jump into the world of Ancient Frontier without having to own the original title. Including the "Random Event" and "Crew Free" DLCs from the original Ancient Frontier, Steel Shadows packs hours of content and dynamics into tactical combat giving both fans of RPGs and turn-based strategy titles something to enjoy.
About Ancient Frontier
A full campaign with over 20 story missions
Over 50 procedurally generated side missions
Dynamic initiative-based turn-based combat
Purchase, outfit, and control the unique pirate faction ships
Hire and assign crew members that gain experience and power along with your ships
Hire unique mercenaries and ships to add to your fleet
Experience over 50 random events
Customize your play style by unlocking technologies in an extensive Tech Tree
Large, detailed maps to fight across space
Three different strategic resources to manage
Dozens of different weapon systems and abilities to control
Includes both free DLCs; Ancient Frontier - The Crew and Ancient Frontier - Quests and Events
Lo-Fi Games is pleased to announce, after a long total of 12 years in development from the moment Chris first created it... Kenshi will reach full release 1.0 on December 6th 2018!
We want to thanks all of our fans from all around the world for their help in supporting us over the years, being patient with us, helping to refine Kenshi with feedback, bug reports, suggestions, and simply enjoying playing Kenshi and boosting us to create something huge.
The finish line is close, now is the last chance to make your voice heard to really help us make Kenshi the best we possibly can. We aren't taking feature requests anymore and we won't be adding in any more gameplay features but we'll be focusing on fixing the last of the bugs and irregularities. Reporting any odd gameplay issues, bugs or imbalances will be massively valuable to us in these next few weeks. No matter how small you think an issue is, or whether you think it's already been reported, send it in to us anyway!
And don't worry, even after the 1.0 release we will continue to support the game and work on any fixes we might have missed.
Druidstone: The Secret of the Menhir Forest is a labor of love from the makers of the critically acclaimed Legend of Grimrock series. Druidstone is a tactical, single-player, turn-based roleplaying game, which combines the best qualities of modern RPGs with the elegance of tactical boardgames. Every action, every turn counts as you control your party of heroes through handcrafted, challenging missions with varying objectives.
Get ready to venture forth and uncover the secrets of the Menhir Forest!
Gamebooks were a convenient (solo! portable!) way to get that old-school roleplaying experience. Among the best was Deathtrap Dungeon™-a fun but deadly tournament maze designed by Ian Livingstone (who later launched Warhammer, Tomb Raider, and Hitman games) and Iain McCaig (who later designed iconic characters Darth Maul, Rocket & Groot, and other concepts for Star Wars, Avengers, Harry Potter, and other films).
Enter, if you dare, a vast tournament labyrinth for a game of high-stakes decisions, where your educated guesses could lead to grave peril or fantastic rewards. In this single player roleplaying game, explore, fight monsters, craft items, solve puzzles, outwit opponents, and skill up your hero to be the first to conquer Deathtrap Dungeon.
Ideal for both veteran roleplayers looking for convenient solo play and new players looking for an easy intro to the classic pen-and-paper RPG experience, The Hero of Deathtrap Dungeon uses the Storybook Hero RPG engine to bring the best parts of "old-school" roleplaying to life in a modern, cinematic way. With the convenience of a gamebook, replayability like a survival roguelike, and the wide wonder of pen and paper roleplaying, this is a revolutionary "Novel" RPG where your actions quite literally write the book as you play.
Train, craft, trade, explore, fight, and uncover secrets to become powerful and experienced enough to be the first to make it all the way through the new expanded Deathtrap Dungeon. You have one month to master the dungeon, so use your time wisely: decide when to train and craft items, and when to journey into the dungeon to fulfill quests or attempt a final run all the way through the dungeon.
Jump into the game immediately as a "level 0" character with a classless skill system. Build your character over time as you play, making more important decisions about your character once you're further in and you have a better idea how you want to play.
Adventure into the dungeon to solve myriad quests. There are more potential missions than you can solve in one play-through so choose which ones best fit your goals. On expedition, move from encounter to encounter, stopping only to camp and rest in between as needed.
In encounters, put your skills, items, and relationships to the test facing challenging situations. Procedurally-adapted encounters (combat, dialogue, and roleplaying) can often be handled through a broad set of play-styles and solutions.
Your equipment and skills grant you insights and enable additional actions in encounters. In this room, the player grabs an item out of the room and puts it in their inventory, then decides to use their shield and related skill to block the crossbows, and finally grabs the prize.
Combat and negotiations are tactical and turn-based. Skills give you information and options even in combat, negotiation, or social situations. Tells are clues to your opponent's next action and their current state of mind and physical condition.
Realms Beyond - A Glimpse of Our World, Part 4
Posted: Nov 15, 2018, 09:52 pm by RPGWatch
A new update for Realms Beyond talks about the heart of Kvenland. The Kickstarter is in the final hours as of posting.
A Glimpse of Our World, Part 4: Kvenland
The realm of Kvenland, defined by its dense pine forests and tall mountains, is primarily settled by four major tribes.
At the southern shore of lake Kallvatn, right in the heart of Kvenland, at a point where several rivers convene, a trading post named Vadaheim was built. After the Great Cataclysm, the sky had darkened for several years and the cold north missed out on a couple of summers. This led to large masses of ice forming in the mountains, and once the climate normalized the ice melted and raised the water level of the lake, flooding parts of Vadaheim. An enterprising people, not willing to give up their city and stop their profitable trading operations, the Vadians converted their ships into rudimentary homes. Still today many of them live in house-boats and use these mobile homes on their mercantile journeys, traveling down the rivers with their entire families. Most Vadians are in the service of one of the two powerful families ruling the city of Vadaheim. Those who live in the town are better off joining one of the two families than staying neutral - which risks attracting the wrath of both the Ingvarsons and the Grimharsons. For independence is only an option for those who can assert it. But since the long-running feud between the two houses had adverse effects on commerce, they agreed to an armistice and divided the city amongst themselves. But if there is an opportunity to siphon the other family's profits into their own pockets, they always take it - there may be an armistice between them, but in business, everything is allowed.
A common saying among the Vadians is, "By Valon's golden apples!" which is an expression of surprise over an unexpectedly profitable business transaction that pulled more gold out of their customer's pocket than they anticipated.
The origin of this expression is the myth of Valon, patron deity of merchants as well as those who acquire the property of others by cunning means, who helped an impoverished old man. This man owned nothing but a barren, rocky piece of land with a single apple tree that no longer bore fruit. He desperately called for the aid of his god, and Valon finally heard his prayers. He gave the old man a basket with three golden apples which would turn to dust as soon as he gave them away. Valon also forbid him from telling anyone where he got the apples from, and he was not allowed to sell his land before three moons had passed. The old man shrugged, as nobody would want to buy his worthless piece of land anyway, and asked what use the apples would be to him if he couldn't sell them. Valon merely told him to carry them through town in their basket, uncovered so all could see them, and have a cup of wine at the tavern. "But how should I pay for the wine?" asked the old man. "With the apples, without promising them to another," was the god's answer, and then he returned to his realm.
The old man did as he was told, and everyone was curious about the golden apples he carried in his basket. Indeed, the tavernkeep not only served him a cup of wine on the house, but also prepared a platter with the best food he had in stock. Soon more and more people asked the old man why he still lived in his rotten old hut and wanted to know whether his land was for sale. With a heavy heart he rejected all the offers he received, which led to the townspeople shoveling ever more gifts upon him in the hopes of gaining the old man's favor. Soon he lived in one of the largest houses in town, and those who showered him with gifts hoped he would sell them his piece of land with the tree that, so they believed, would be rich with golden apples at the next harvest. Once three moons had passed, he accepted the best offer that was made to him, which was much higher than the best offer made to him three moons ago. Just at that moment his three golden apples vanished. The debts he had with others were not collected, since his creditors were happy to have such a wealthy man as their friend. Only to the poor soul who had purchased the worthless strip of land the old man gave a basket full of apples. Stingy as he now was, however, they were just normal apples, red and green instead of gold, as you can only be truly rich when others are poor - a popular saying among the people of Vadaheim.
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