Latest Game & Site News Headlines:

Disable all ads!


Katso uudet suomalaiset nettikasinot nyt!

Discover the most exciting magyar casino online experiences by browsing through our list of top-rated Hungarian online casinos.

Find the best online casinos for Finns here: kasinohai.com/nettikasinot – Finland's biggest online casino guide.


Latest Active Threads on Boards o' Magick:

212 guests are currently browsing the forums

The most affordable offer for NZ gamers - visit Casino Deps and gamble with NZ$1 only.

British customers can play slots and other gambling games for only 5 pounds at MinimumDeposits UK (the best source of low-budget offers).

RTP % of slot games, payout rates and speed of casino sites - all this information you can find at FastestPayout.co.uk, a portal created for UK players.

Bij OnlineCasinosSpelen geniet je van een 5 euro deposit casino zonder cruks – snel, eenvoudig en zonder registratie gedoe.

Find your new online casino in the Netherlands.

When you aren't modding the Infinity Engine, we recommend relaxing in Online Casino Buitenland.


Rue Valley - Review

Posted on Nov 12, 2025 01:02 by RPGWatch

[​IMG]Console Creatures reviewed Rue Valley:
[​IMG]

Rue Valley Review - Time Loops And Therapy

The first thing you feel is the chair underneath you. Familiar, cold, but always there. Always back. A voice pulls you from the dark recesses of your mind, one that you've heard countless times at this point. It's the same conversation, the same edge of worry in their voice - it's all the same. Except it isn't. You recall the last phone call you had, when a critical new piece of information was learned. You get up to go follow up, knowing that no matter what happens, you'll be back in this same chair before long. It's 8:00 pm. You have 47 minutes until the sky swallows you whole.

Rue Valley, the new narrative RPG from developer Emotion Spark Studio and publisher Owl Cat Games, is largely great. The core gameplay loop is addictive and engrossing, as you work through loop after loop, trying to figure out what's going on. The writing is fantastic, the characters are complicated and memorable, and the presentation is gorgeous. While there are some technical issues, specifically on the Steam Deck, Rue Valley will grab you and not let go.

[...]

Verdict
Rue Valley is a fantastic adventure from start to finish, with great characters, a captivating story, and gorgeous graphics. It employs a time loop to create interesting moments and solutions to problems, allowing the player to explore the 47 minutes and chase leads. While performance can be an issue on the Steam Deck, it's never game-breaking. Rue Valley is worth the adventure, time and time again.

Score: 8/10

[Discuss] - [Top]

South Africans love to play online casino games. We've found onlinecasino-southafrica.co.za a good resource to finding the top 10 of SA casino sites.


Xenonauts 2 - Development Update

Posted on Nov 12, 2025 01:02 by RPGWatch

[​IMG]A new development update for Xenonauts 2:
[​IMG]

Xenonauts 2 Monthly Development Update!

Hello everyone - it's time for our monthly progress update. I'll be keeping things brief this month!

Milestone 6 & 7
We had hoped to release Milestone 6 onto the public branch last month, but unfortunately we've been dealing with a couple of rather thorny UFO-related bugs in the shroud / line of sight system. These are now fixed and what we hope will be the public release of Milestone 6 has been compiled and released onto the Experimental branch. Assuming no serious bugs are found over the weekend, we'll then release it onto the standard branches next week.

We'll probably continue to patch Milestone 6 for another week or two, as there's a couple of annoying visual bugs in the game that we still want to fix (such as certain tiles incorrectly drawing under the shroud, etc). We'll also make it a priority to fix any bugs that are reported by the community after the public release.

Aside from the programmer working on fixing those key bugs, most of our team moved on to Milestone 7 towards the end of last month. That update will be the final launch update for Xenonauts 2, and we'll be focusing primarily on polish and performance - however, we are still planning to add some extra content to the game in the update, and we've started by working on that.

Strategy UI Background Updates
The most noticeable piece of new content will be the strategy UI background illustrations changing and updating as the game progresses and the player unlocks new technology. This feature existed in the original Xenonauts and was very well received; players felt it made the game feel much more reactive and immersive to get to see how the new technology impacted the day-to-day life of the Xenonauts.

We've actually been working on these in the background for several months now. The artwork is already complete for the Research and Engineering screen backgrounds / characters, but the work of integrating them into the game only began at the start of this month. We still have to finish the new background illustrations for the Base Stores and the Soldier screens (which are the other two that upgrade), but we're expecting to have everything wrapped up in the next couple of months.

Aircraft Equipment Visualisation
In a similar vein to the background illustrations, we've been working on a proper "paperdoll" system for the Aircraft screen. The idea here is simple - the artwork for your interceptors should accurately reflect the equipment and upgrades that you've chosen for them. If you're equipping them with missiles, you see missiles appearing under the wings. If you've run the engineering upgrade project to give it improved engines, the artwork for the interceptor updates to show a more advanced engine, etc.

We started working on the art assets for this task last month, and we'll be starting on the code implementation for it this month.

Balancing Playthrough
Last month I did another campaign balancing / testing session. As always, this was rather time-consuming - the campaign I completed took about 35 hours, and there were also a couple of other shorter campaigns before that that were ended by serious bugs. Nonetheless, it was time well spent. We identified a lot of minor polish and balancing issues that we were able to fix relatively quickly and roll into the Milestone 6 builds.

However, we also pushed a number of tasks back into Milestone 7, and we've been busy working on those over the past couple of weeks. Some of these were bugfixes that we didn't want to include in Milestone 6 because they risked introducing new bugs or breaking save game compatibility, whereas others were larger balancing changes that we'll implement as a group before we start our Milestone 7 playthroughs.

Finally, playing the game for an extended period of time has been valuable for our planning process. There's only so much development time remaining before we leave Early Access, and we're not going to have time to polish or improve everything we'd like - so having a better understanding of how much each individual issue affects gameplay makes it much easier to make sensible decisions about what we should prioritise.

Additional Maps
Another thing that has become obvious after repeated playtesting campaigns is that the game needs some additional maps for the early-game UFOs. There's currently three maps per biome for the small UFOs (Scout, Destroyer, Observer), which is enough that you shouldn't see repeats within a single campaign - but many users will restart the campaign at least once, and will therefore end up playing the early-game content multiple times.

We've already started work on two extra maps per biome for the small UFOs, which should hopefully address the problem. We're hoping these new maps will all be complete by the time we release the first test versions of Milestone 7, which will probably be early in the new year.

I think that covers everything we did last month. As always, thanks for reading, and I'll write another update in a few weeks!

[Discuss] - [Top]

Swordhaven: Iron Conspiracy - Update 0.9.5

Posted on Nov 12, 2025 01:02 by RPGWatch

[​IMG]A new update for Swordhaven: Iron Conspiracy:
[​IMG]

0.9.5 + Steam Deck Update

Greetings, friends!

Time for a new content update for Swordhaven. This time around we've been focusing on hunting down small mistakes, fixing bugs, adding new interactions with the environment, changing up how the Damage Threshold formula works, and most of all - making the city of Swordhaven feel more lived in.

The Steam Deck version has also improved, and was sent for a follow-up review to get the Verified status.

Travelling through Swordhaven you will now find more guard, dweller and visitor varieties, like the monk guard in the Chapel, warehouse guard in the Docks, visitors in the Slums inn, beggars on the streets, etc.

Some new NPCs have also appeared, with more to come. You can find a new character in the Chapel, in the Apothecary and in the Docks. Already existing NPCs received new dialogue, like the Commander who now has the third part of his dialogue active, or dialogue-related fixes like Sulanis who kept moving during his dialogue, Kaus and Lumger who's fight sometimes broke the game, etc.

Many quality of life updates added this time include fixes for minimaps; updated enemy logic; an improved level up icon that keeps reminding the player their character levelled up; an updated battle mode switch button, updated crafting recipes that now include new ingredients found all over the world, new awesome character portraits; new icons; crafting icons that better represent the final product; color variations for potion use effects and much more you will hopefully discover for a pleasant surprise!

Updated locations like the first level of the Mines dungeon received new logic, as did the Hero Base where the cats now behave properly and the plant-related issues are solved.

Mines now also feature new interactive objects that don't really do anything, but liven up the environment. A good example of this is the canary added to the Mines dungeon.

Weapons of all sorts were a little bit rebalanced, now getting extra bonuses on every hit. For example, daggers and spears are more likely to go through armour for a Pierce effect, mauls and maces have a small percentage chance of laming or knocking foes down, one-handed swords can Parry some blows, and more.

Last but not least, the DT system. What was a solid number, which ended up with all combatants attacking for 0 HP half of the time in late game, is now a percentage. Every 1 DT you get with your gear lowers incoming damage by 3% in this version, and seeing how 33 DT is the maximum you can get by collecting the best pieces of kit in the game, and drinking the best potions simultaneously, you *can* get to the "You received 0 Damage" stage, but it'll take some dedication. Also, Piercing is now much more viable, as it still negates all defenses when it succeeds. We are still working on how to best represent this formula without writing the actual DT formula in the pop-up, so any and all suggestions are most welcome!

We hope you will enjoy this update. The release of 1.0 is coming very soon and we are as excited as we are anxious to see what you guys think!

Can't wait for your feedback on this one!

[Discuss] - [Top]

RPG General News - RPG Development

Posted on Nov 12, 2025 01:02 by RPGWatch

[​IMG]Adam Orth chats with Jeff Gardiner from Something Wicked Games about RPG development:
[​IMG]

The Development World of RPGs with Jeff Gardiner | Game Maker's Notebook Podcast



[Discuss] - [Top]

Baldur's Gate 2 - Celebrating 25 Years

Posted on Nov 11, 2025 19:02 by RPGWatch

[​IMG]Slandered Gaming talks about Baldur's Gate 2 with David Gaider, Trent Oster and Ed Greenwood:
[​IMG]

Celebrating 25 Years Of Baldur's Gate 2: Part 1



[Discuss] - [Top]

Enshrouded - Trailers

Posted on Nov 11, 2025 19:02 by RPGWatch

[​IMG]Two Enshrouded trailers:
[​IMG]

Enshrouded - Official 'Wake of the Water' Cinematic Update Trailer


[​IMG]

Enshrouded - Official 'Wake of the Water' Update Overview Trailer



[Discuss] - [Top]

The Blood of Dawnwalker - Dev Interview

Posted on Nov 11, 2025 19:02 by RPGWatch

[​IMG]Learn more the vampire RPG The Blood of Dawnwalker:
[​IMG]

Creating the World of The Blood of Dawnwalker - Dev Interview | UNPAC Podcast



[Discuss] - [Top]

Sacred 2 Remaster - Review @ C4G

Posted on Nov 11, 2025 19:02 by RPGWatch

[​IMG]C4G reviewed the Sacred 2 Remaster:
[​IMG]

Sacred 2 Remaster - My Brutally Honest Review



[Discuss] - [Top]

Kingdom Come: Deliverance II - Mysteria Ecclesiae Reviews

Posted on Nov 11, 2025 19:02 by RPGWatch

[​IMG]Two reviews for the DLC Mysteria Ecclesiae:
[​IMG]

GamingBolt: Kingdom Come Deliverance 2 Mysteria Ecclesiae DLC Review - The Final Verdict


[​IMG]

Mortismal Gaming: KCD2: Mysteria Ecclesiae DLC Review



[Discuss] - [Top]

Rue Valley - Release Day

Posted on Nov 11, 2025 12:53 by RPGWatch

[​IMG]Rue Valley will be released today:
[​IMG]

Rue Valley - Official Story Trailer | Galaxies Showcase 2025


Rue Valley is a narrative RPG about a man trapped in a time loop, surrounded by a colorful cast with complex emotional stories, each hiding unexpected secrets. Dealing with mental challenges, the main character must rise from the depths, delving into the anomaly to uncover its enigmatic origins.

[Discuss] - [Top]

RPGFan - RPGs coming this Week

Posted on Nov 11, 2025 06:43 by RPGWatch

[​IMG]RPGFan presents some upcoming RPGs.

[Discuss] - [Top]

Solasta II - Interview

Posted on Nov 11, 2025 06:43 by RPGWatch

[​IMG]RPGamer interviewed Marketing Director Pierre Worgague and Community Lead Emile Zhang of the Solasta II team:
[​IMG]

Solasta II Interview

Developer Tactical Adventures is looking to build upon its 2021 cRPG Solasta: Crown of the Magister with follow-up Solasta II. Continuing to make use of the Dungeons & Dragons ruleset, upgrading to the SRD 5.2 version, the game promises a brand-new adventure in its original world. Ahead of the game's planned Steam Early Access release in early 2026, RPGamer was able to put some questions about the game to Marketing Director Pierre Worgague and Community Lead Emile Zhang.

RPGamer: Can you give an overview of what adventure our characters will be taking on in the sequel? Are there any connections to the first game?

Pierre Worgague (Marketing Director) and Emile Zhang (Community Lead): Solasta II takes place around 70 years after Crown of the Magister, on a different continent. While there are references to the events of the first game, there won't be any direct connections, meaning new players can jump straight into Solasta II without needing prior experience.

You'll play as a party of four adventurers thrust into a mysterious land they know nothing about, following a quest left to them by their adoptive mother. With their family pulled apart by the strings of the divine, will they be able to succeed in what their predecessors couldn't?

RPGamer: How much effort has it been moving to the SRD 5.2 ruleset? What are the main advantages of the switch?

Pierre & Emile: It hasn't been as simple as we'd hoped, haha - but it's absolutely been worth the effort! We know D&D 2024 is still new to a lot of people, but there's a lot of very interesting content in there; for example ,balance improvements for some of the weaker classes and subclasses, and new options for martial classes with Weapon Masteries.

And that's just scratching the surface. We've personally been playtesting a lot at the studio after hours, and we're confident players will appreciate the added depth it brings.

[...]

[Discuss] - [Top]

Crimson Desert - Preview

Posted on Nov 11, 2025 00:33 by RPGWatch

[​IMG]Noobfeed checked out Crimson Desert:
[​IMG]

Crimson Desert Is Chaos by Design

Part fantasy, part steampunk, part fever dream, the "everything game" might finally have found its rhythm.

Crimson Desert is an open-world epic made up of sky islands, clockwork titans, elemental chain reactions, and arena-level boss fights. It has worn the "everything game" title like armor. After years of hints, a better silhouette is starting to show. Under the show is a more traditional structure, with regions, towns, and outposts spread out across a world that was made for exploration. It's not strange that the title says that. In fact, it might make a lot of sense.

Pearl Abyss shows the world as a mix of different times and styles, not just one. There is a lot of overlap between medieval citadels, steampunk machines, and science fiction. This creates conflict that drives group politics and questlines. Some leaders are open to growth, while others are against it. The result is a variety that isn't just a gimmick. Quests can go from siegecraft to skyborne mischief without breaking the story.

[...]

[Discuss] - [Top]

The Outer Worlds 2 - Review

Posted on Nov 11, 2025 00:33 by RPGWatch

[​IMG]Skill Up reviewed The Outer Worlds 2:
[​IMG]

I recommend: The Outer Worlds 2 (Review)



[Discuss] - [Top]

Sacred 2 Remaster - DevLog

Posted on Nov 11, 2025 00:33 by RPGWatch

[​IMG]A devlog for Sacred 2 Remaster:
[​IMG]

Sacred 2 Remaster | DevLog



[Discuss] - [Top]

Betvisa app   Mostbet apk

Check our recent news archives or the entire archives listing.

Are you ready to get the best no deposit bonus? Just take a step into Japanese online casino .com and you will have the great opportunity of your dreams with zero risk!


Amazon.com
Amazon.ca
Amazon.co.uk
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!


Disable all ads!