Your family is starving and only a miracle can save you. Set on a journey to the land of the Gods to find the legendary Sampo, a treasure of endless riches and nourishment. Please the Gods is an atmospheric old school fantasy roleplaying game, inspired by shamanistic Finnish mythology and tabletop classics such as Hero Quest.
Old-school dice combat - Swap, destroy and manipulate enemy dice in this modern twist of classic dice combat.
Flexible skill tree - Overcome your enemies with clever use of your combat skills: Hunting, Survival, Lore and Companion dog.
Encounter mythical creatures and monsters - Vanquish Finnish mythology's infamous monsters such as the shapeshifting Water Hag and the Netherworld's Restless Dead.
Survive the unforgiving Nordic wilderness - Hunt, fish and forage to gather the strength to survive in the harsh Finnish nature.
Earn the favour of the Gods - perform quests for ancient pagan Gods: Ahti, the elusive God of the Depths, Tapio, the gentle God of Forests and Nyyrikki, the fierce Goddess of Hunt.
15 Jul @ 7:08pm - Sertorius
As usual, most of the development time is being devoted to the Second Macedonian War. I decided against a partial release as it makes little sense to interrupt a game with permadeath in the middle of a campaign. I'm sorry I can't give you a date yet, but progress has been good and it shouldn't be a long wait. However, I have made time for a small update.
Features and changes
Added an option to make combat go slower or faster than normal.
Added a VSync option to limit the FPS rate. This is enabled by default.
Added an introductory note that appears on the first character creation screen. It should help new players to get an idea of what to expect.
The tutorial part about the "thumbs up/down" indicator has been expanded a little to provide an explanation. Unfortunately, in the tutorial I have to be as concise as possible or players could get bored and skip it, missing important information.
If you kill the leader of the mercenaries in a settlement during a foraging mission, you are rewarded with a Cup.
The bracelet stolen from the enemy camp yields 121 denarii instead of 28 if you share the profit with Nasidius. If you kill Nasidius and take it all for yourself (your Virtue has to be pretty low for this option to show up), you get 242 denarii instead of 56.
Changed "Malus" to a more understandable "Penalty" in item descriptions.
The max quality of items generated in shops is now capped at 6 instead of 8.
The base damage of spears has been reduced to 4-15 from 5-16.
The Awareness penalty of Etrusco-Corinthian helmets has been reduced from 5 to 4.
Edge Of Eternity - Chapter 3 in Early Access
Posted: Jul 18, 2019, 03:52 pm by RPGWatch
The third chapter, The Reunion, of Edge of Eternity is now available in Early Access.
Edge of Eternity gets third chapter "The Reunion" in major update today
Free expansion brings hours of new content
17th July 2019, Montpellier, France, Developer Midgard Studio and publisher Dear Villagers today announced the third free major update to their ambitious Early Access JRPG Edge of Eternity, which is currently available on Steam Early Access. The story continues with The Reunion, secrets revealed, a shocking betrayal and a noble sacrifice in chapter 3 of the Edge of Eternity saga.
Featuring around 3-4 hours of additional gameplay and new areas to explore, this highly anticipated update sees the adventurers stretched to their limit, fleeing from the horrors of the night and searching for hope in the face of insurmountable odds.
Edge of Eternity will also be on sale on Wednesday 15th July at 7PM CET | 10AM PST in the Steam Daily Deal with 20% off the base price. All owners of Edge of Eternity will receive this third update update for free.
Free major updates will continue to expand the game world, improve existing content, and adding major new story chapters throughout the Early Access period, ahead of the full launch on PC next year.
Edge of Eternity was made possible by over 4000 fans who made the game a reality via a successful Kickstarter campaign. The crowdfunding was so successful that Midgard Studio were able to work with the legendary JRPG composer of Chrono Trigger Yasunori Mitsuda. You can hear the result of that partnership on the latest trailer on the Steam Store Page.
About Edge of Eternity:
Ambitious new JRPG adventure being developed by 9-person indie studio, taking influences from both Japanese & Western RPGs
On Steam Early Access now, with the game world expanding and major new story chapters added throughout the Early Access period
Full launch will be coming PC next year
Successfully Kickstarted by fans in 2015, reaching almost 4x the campaign goal
A stunning soundtrack including contributions from Chrono Trigger & Xenoblade Chronicles composer Yasunori Mitsuda
Full details of what's happening in the Early Access for Edge of Eternity, and what's coming in each of the updates can be read in full here.
Gloomhaven has now launched to Steam on PC for 24.99 USD/EUR. Enter the Early Access now and begin adventuring through the dungeons of Gloomhaven, facing off against a variety of deadly foes across a range of dungeons and encountering powerful bosses!
Your journey to the darkened lands of Gloomhaven is complete and your adventures to prove your power have begun. You've settled in the Wayward Inn with your party to rest after your long and difficult travels. While drinking an ale you overhear snippets of conversation between two town militia...A Bandit Commander has come into possession of a number of heretical texts and has begun researching necromancy. Magic generally comes hand in hand with gold and riches, so you have asked around and discovered the location of the bandit's hideout.
You begin your journey and decide that you are not quite ready to confront the Bandit Commander yet. You leave Wayward and decide on raiding some local crypts in search of knowledge and better equipment. It's time to choose your path and begin your adventure! Will you become a mercenary reknown beyond measure, that thinks tactically and plans out their adventure carefully, surviving to the end... or will you be rash and laid to rest by your foes in the depths of the crypts and dungeons of Gloomhaven?
Forged of Blood - Screenshots and Release Date
Posted: Jul 17, 2019, 03:22 pm by RPGWatch
Worthplaying have some new screenshots for Forged of Blood and announce the release for 1st August.
Forged of Blood's Tri-Axis Personality Index dictates how the world responds to every interaction. Contrasting with o the usual binary of good and evil of most RPG's, the system gives greater nuance to every act. Choices affect the player's Rationalism, Altruism or Headonism - drawing them towards different theologies. But decisions extend far beyond the moment. As the young heir's fame and infamy grow, the world of Attiras reacts to his reputation and past actions.
Every action and death will alter the outcome of Forged of Blood, as players fight their way towards the 64 possible ending combinations.
Utilise turn-based squad-based tactics in a fantasy world
Use nine varied weapons and abilities to build a squad not constrained by class
Explore a vast and complex magic system that offers true creative freedom
A world at war - lead up to three parties and fight to reclaim an empire
Be the hero, with no right and wrong answer, every decision guides Attiras' future
The Tri-Axis Personality Plot affects how the people and the world react to the hero
Forged of Blood is launching for PC on on August 1, 2019.
You actually find yourself waking up from a coma in a hospital gown with other inmates out for your blood, not to mention the guards, so you soon realise you're going to have to fight your way out. The Surge 2 throws you straight into the thick of it and it's here that the game stakes its claim to a corner of the Souls-like genre, with its trademark dismemberment mechanics efficiently setting it apart from FromSoftware's output.
"This was really essential to us to keep what was working and expand on it," Johannes explained. "We were sure that we found the formula there with the limb cutting, so it just could not go! To separate us from just being recognised as a clone of Souls games to something else we added this twist, so we were sure we had to keep it.
He continued, "You will feel that with each enemy you have several new options, like that you can cut away attachments, which deactivate functionality on the enemy and can open up weak spots. The same for bosses which was not really there in The Surge. Bosses can survive a cut, but you can remove the shield, you can bring them to their knees and can suddenly reach the head which was not open before and so on. It was like 'We need a base. That's our core, we will not touch it!' But we will use it to give the player freedom of choice and more choices to play with."
Solasta: Crown of the Magister - What is Verticality
Posted: Jul 17, 2019, 03:22 pm by RPGWatch
Dev Diary #2 for Solasta: Crown of the Magister explains what is meant by verticality.
Dev Diary #2: What is Verticality?
16 July 2019
Hello again folks! You've been many to ask what we mean by Verticality, so Zaz (Game Director) is back with some answers!
Hello fellow adventurers,
As you already know, Verticality is one of our Core Pillars. But what hides behind that word?
From the very beginning, we decided that we wanted our players to be able to do things other Tactical RPGs wouldn't allow them to. Things like flying, climbing walls without being limited to ladders, pushing enemies over the ridge... and of course we wanted enemies to do the same! Flying, climbing and even burrowing to give your party a rough time. In essence, we wanted to recreate all the crazy stuff you can do in a tabletop game using all the magic and powers of the 5th edition.
Hello good sir knight, may I nibble on your shoulder?
Our engine was developed for this. Our world really is 3D - even the "air" is actually part of the game's grid - allowing you to accurately track movement while flying. On top of that almost every type of surfaces can be scaled using Spider Climb, and the battle grid even goes below the floor to allow specific creatures to burrow and move underground.
Cubes... Cubes everywhere!
This enables us to create very interesting levels and combat situations, and is the reason why we call Verticality one of our Key Pillars. The world of Solasta has been designed to foster many vertical locations for our players to fully use their abilities to move around in 3D space... and they better be careful, because our monsters will surely do so! In the other hand, one of our biggest challenges is to give the players the right tools to play in this vertical environment. The camera system is critical, to let you see what you need while moving around the battlefield. Efficient controls are also essential, since you will need to give orders not only on a flat grid but also in space.
Our current "See Through" System allows you to see your characters through walls when needed
Expect to experience vertiginous rooms, fight flying creatures harassing you while you try to climb up a fragile flight of antique stairs, fall to your doom when shoved over the ledge by massive monsters, and get your ankle tenderly nibbled on while crossing a sandy area.
Prototype of some slightly more extreme cases of Verticality in Level Design
But how does it work with Stealth? Well, that will be for another time...
Rebel Galaxy Outlaw - Interview about Player Choice
Posted: Jul 17, 2019, 03:02 am by RPGWatch
OnlySP interviewed the developers of Rebel Galaxy Outlaw about player choice.
OnlySP: There are currently seven radio stations in the game with over 21 hours of content, are there any plans to add more stations/songs or the option for players to create a custom playlist from the existing songs?
Baldree: You can create both a mixtape channel, as well as context-sensitive dynamic soundtrack for when the radio is turned off. We're considering adding some more songs after release, but the soundtrack is already pretty hefty!
OnlySP: There is a large amount of complexity to the piloting as players will be moving around a 3D space, often in combat. How accessible is the game for players who may not have played a space or flight simulator before?
Baldree: It's historically a big problem for accessibility. Our solution is the Autopursuit trigger (or button, if you're on a mouse). Holding it down assists you in tracking your target and managing your throttle, while still allowing you to fly. Think of it like tethering yourself to a target. We think it makes the game a lot more fun, and a lot more approachable.
Sure, combat has been improved. That's the core of the game, it's the core of what you do. There's been a lot more polish, a lot more actions you can do with the different weapons, a lot more weapons themselves, and the overall pacing of the game has improved. Rune II is quite a difficult game, intentionally, but it's very rewarding. The narrative has been greatly improved as well in terms of just how the overall story is told and how it's presented to the player. The world has also gotten a lot larger, I believe we basically doubled the size of the world in terms of the amount of content you can explore and the number of islands. This world has been affected by Ragnarok, so there's a lot of islands throughout the world, from very tiny ones that have cool little secrets or a special recipe you might learn to much larger islands where there's a lot more area to explore and a lot more things to encounter. The other big thing that we've improved since then is we've added the Ages system. And what that is story wise....Loki freed himself from his shackles, then he's kind of taken over the entire world of Midgard. He doesn't want to die because in the Ragnarok story Loki dies at the end, but he found a way to circumvent that and he's basically resetting time. When I say that, Rune II isn't a roguelike, meaning everything isn't reset, you don't lose all of your gear, you don't lose all of your progression. But each time you try to encounter and try to kill Loki, because that's the ultimate goal, each time you try to kill him, if you fail, the world will reset and a new Age begins. These Ages have different attributes to them, both positive and negative.
Mutant Year Zero - Mutant: Elysium Available August 1
Posted: Jul 16, 2019, 02:52 pm by RPGWatch
The third expansion to Mutant: Year Zero, named Mutant: Elysium will be available on August 1.
The end of the world is coming - the post apocalyptic Mutant: Elysium RPG is set for release on Aug 1
The end of the world as you know it is coming. Free League Publishing today announced that Mutant: Elysium roleplaying game will be released on August 1. When four mighty Houses struggle for supremacy in the underground enclave, oblivious to a rising power that threatens to end their reign forever, what side will you find yourself on? Mutant: Elysium is set in the universe of the award-winning Mutant: Year Zero roleplaying game.
When humanity falls, four powerful industrial and financial dynasties form a covenant called Elysium, after the meadows of eternal Spring from Greek mythology. Deep in the bedrock, they build the enclave named Elysium I, designed to weather the long atomic winter. Now, generations later, Elysium I is a gilded prison, a lonely outpost in a sea of quiet destruction. Fear and suspicion grow unchecked, and the four Houses fight ever more desperately over the dwindling resources that remain. In response to this rising tide of civil unrest, a force of judicators has been established to preserve law and order in the enclave.
Mutant: Elysium is the third major expansion to the award-winning Mutant: Year Zero roleplaying game. This game tells the origin story of the enclave humans, who see themselves as the last torchbearers of human civilization. The four Houses of Warburg, Fortescue, Morningstar and Kilgore struggle for power within Elysium I, oblivious to a rising power that threatens to end their reign forever. Mutant: Elysium can also be played as a stand-alone game. Contents:
New rules for creating and playing enclave humans, including their web of contacts with rich and powerful allies. The book includes all the rules you need to play.
A detailed description of Elysium I, the mother of all Elysium enclaves, including a beautiful full-color map.
The complete campaign Guardians of the Fall, including unique game mechanics that give the players themselves control over the four Houses of the enclave.
An overview of how the enclave humans can adapt to life in the Zone, and join the mutants, animals and robots of Mutant: Year Zero, Mutant: Genlab Alpha and Mutant: Mechatron.
Mutant: Elysium will be available at on August 1, at Gen Con 2019 in the Free League booth (#2664) and in the Free League webshop, and shortly after in hobby stores everywhere via the Impressions consolidator.
Black Geyser - Backer Beta Preview and Music
Posted: Jul 16, 2019, 02:52 pm by RPGWatch
A soundtrack of Black Geyser has been made available in video form.
After our last update, many of you complimented us on the music that played when the party first came outdoors into Vintner's Grove. We thought you might enjoy if we shared it as a standalone track in this update. The following is from our official soundtrack.
Also an additional video expanding on the one from the May update has been made available.
Today we are also sharing a follow-up video to our last one. Its focus, as with our May update, is on dialogue and story elements, while demonstrating more of our UI and how areas of the game can change due to certain factors (in this case, time and interdimensional travel!).
Our party is on the hunt for an antidote that will save Stephan and his men from the terrible poison inflicted by a magical trap. Finding it requires using a dangerous cursed stone to travel to the past. Will we be able to locate the antidote in time? What dangers lurk in the Cult of Zoria's hideout? Watch the video below for the exciting conclusion to our side quest: Trapped Under the Surface.
Galaxy Squad - Released
Posted: Jul 16, 2019, 08:42 am by RPGWatch
Turn-based tactical roguelike Galaxy Squad has been released on Steam.
Galaxy squad is turn-based tactical roguelike, in which you are leading a squad of mercenaries through randomly generated galaxy with different events.
The game combines node-based exploration with random events, similar to games like FTL or Renowned Explorers, with hardcore tactical battles, inspired by XCOM series. All your characters are randomly generated, and you can evolve them however you want, creating ultimate crew.
Explore different planets and systems, fight huge amounts of enemies
Upgrade your ship and use its systems in events or in battles
Explore space stations, find quests
Powerful story campaign system, involving your characters and branching storylines
Upgrade your equipment with different modifications and find rare loot
General News - The best RPGs of all Time
Posted: Jul 16, 2019, 02:32 am by RPGWatch
What do we do against the summer slump? We present you another top RPG list - this time on PC Gamer:
The best RPGs on PC
The best RPGs on PC guarantee hundreds of hours of adventure in one of the PC's essential genres.
The best RPGs on PC can deliver hundreds of hours of adventure. Since tabletop RPGs first started getting the digital treatment, the genre has grown into an intimidating, massive beast. Many of the best RPGs you can play on PC are of the action variety, hailing from the explosive years of 3D RPGs like Oblivion. More recently, classic style RPGs like Pillars of Eternity with closer ties to their tabletop roots have seen a resurgence in popularity. Our list of the best RPGs on PC have something to scratch your roleplay itch whether you prefer fast-paced swordplay or more methodical turn-based games.
The RPG genre is tough to boil down: by the most literal definition, every game is a role-playing game. This list represents our best definition of the canonical RPG-games that likely emphasize story; that let you inhabit a customizable character through skill points, inventory, and dialogue decisions; that include complex, controllable relationships with companions or non-playable characters. Drawing these kinds of lines helps us provide a better service to you, we hope-though we've made some exceptions where we think it's worth it.
Or as I suggested to Jaskula "renaissance Mad Max?".
"Yeah, yeah! Of course that was our goal," he says almost jumping out of his seat at the phrasing. "Humanity lost it's war to the infected. So we knew that [the game-world] had to be multicultural; it's somewhere in Europe because we wanted it to be a mix of cities we know, and for us it was a perfect setting for the game with the architecture; the medieval buildings correspond [with] what we call 'Modern Dark Ages'."
The reason this is poignant, in mentioning multiculturalism with the idea of a 'Modern Dark Ages', is that one of the voices I heard in the demo was definitely Aussie (hence the Mad Max reference), but that all of this rolls into why, and how, The City has descended into an archaic level of society. Freedom means different things to different groups within Dying Light 2, and the ideology of positive 'multiculturalism' is flipped on its head. This is not a nice place to be, let alone live in, and we haven't even gotten to the Infected who still populate its daytime interiors and nighttime streets. A Mardi Gras of dread, fear and vertical requirement, from a gameplay perspective.
As Aiden's parkouring from location to location, his clothes look fluid and well detailed. For some reason, Aiden has a very weird looking bracelet on. There's no indication of what this means, but it looks very important.
I have a question related to the bracelets they wear -
TS: Yes. The bracelets are called biomarkers. This is something that was built 15 years before the events of the game by an organization called GRE. This basically shows you how close you're getting to the point of no return. Because when you are infected, the infection accumulates in your body. When you cross a certain threshold then you basically turn into a zombie. So this tells you, "I'm really in bad shape. I really need to find some [drugs]." Most of this is important in terms of narrative, how people react to you. Because when you're close to turning, they will react to you. That's the rule of this world. That's a safety measure for everyone in the city.
Downloads currently hosted on SP: 1157
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