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The Chinese Room posted a new developer diary for VtM: Bloodlines 2:
Legend of the Nomad
Developer Diary #24
Happy New Year, and welcome to a fresh and tasty Dev Diary from the team at The Chinese Room. We are starting the year by talking about the player character, Phyre, and how you can shape their legend and add to it as you play. As you'll see below your story will start wearing rags, but will it end in riches? Seattle's fate is in your hands.
- Project Creative Director Alex Skidmore
[Picture: Description: Masculine and feminine side-by-side renders in the robes you start the game wearing.]
An Elder of your choosing
As our game starts, an Elder that some call the Nomad wakes up in an abandoned building in Seattle. They don't know where they are or how they got there, but they are quick to adapt - the Nomad is old, and they have survived for a long time.
It is clear that they have experienced the deathlike sleep of torpor. The last they remember was a smile and a piercing pain in the chest, delivered in their Haven in Tunis at the start of the 20th century.
Now they are awake. What happened to them in their long slumber, and who woke them? Why does their Blood lack the strength and power they are used to? And why is their body carved with arcane sigils?
The Nomad is a legend amongst Kindred. Their name has been whispered for four hundred years - of their presence in revolutions, on battlefields, at slaughters, and at the fall of Princes. Are they escaping these situations, causing them, or taking joy in red wrath and ruin? Whatever the truth, they are a catalyst - when they appear, the world of the Kindred will be irrevocably changed.
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Console Creatures checked out The Legend of Heroes: Trails through Daybreak II:
The Legend of Heroes: Trails Through Daybreak II Preview - Mini-Games Are Back!
The Legend of Heroes: Trails Through Daybreak II follows up on one of last year's best RPGs, The Legend Of Heroes: Trails Through Daybreak.
Taking the long-running series to the new country of Calvard and focusing on a mostly new cast of characters, Daybreak featured a darker overall storyline and more mature themes than ever before. Trails has always had dark moments and tragic backstories, but Daybreak dealt with topics like racism, classism, representation, and more, all mostly handled with grace and emotional maturity.
Though it didn't entirely close out the story, leaving several threads and the central mystery left unsolved, Daybreak II is here to clean all that up while also bringing back something the original sorely missed: mini-games. It also borrows a lot from Trails into Reverie in its structure and the brand new Marchen Garden.
The Turn Based Lovers present their top 20 of upcoming turn-based RPGs:
Top 20 NEW Promising Turn-Based RPGs Of 2025
Timestamps
00:00 Intro
00:41 Mercenaries Lament
01:49 Clair Obscur: Expedition 33
03:30 New Arc Line
04:38 Bonaparte: A Mechanized Revolution
05:38 MENACE
07:08 Civilization VII
08:27 Trails Through Daybreak II
09:27 Suikoden Remaster
11:08 Solasta II
12:10 The Starbites
13:21 Demonschool
14:12 Lost Hellden
15:36 HOMM Olden Era
16:26 Dark Deity 2
17:26 Dragon Quest Remake
18:18 The Way of Wrath
20:24 Liegecraft
22:19 Mechanicus II
23:31 The White Raven
24:39 SacriFire
25:57 Outro
News that Broken Alliance has been released into Early Access:
Broken Alliance is out in Early Access Now!
It is time! We now open the gates of Broken Alliance to the public after more than 3 years of work ^^
Hello!
It is time! We now open the gates of Broken Alliance to the public! So excited to get people playing the Early Access version of our game that we have been working on for a bit over 3 years and will continue the development with the players feedback!
If you are not sure whether you would like to get the game; try out the demo, it is not a fresh one - so some things have already been fixed in the EA release version but it gives a good idea of what you might expect from the main game!
I think our team members experience of working on games like Death and Taxes, Disco Elysium, Pentiment and Heroes of Might and Magic series etc, have come together in a beautiful story filled fantasy world quite well and I am very proud of what we have achieved thus far!
If you would like more info about our Early Access release, you can take a look at our last blog post.
Enjoy and if you have time, please give us feedback in the forums or in discord, you can be in direct contact with our indie dev team members there. Would love to hear your thoughts!
Again, we are excited for this big milestone for us!
Thank you for your support - whether it be buying the game or giving us feedback in our community discussions or discord!
The Kickstarter for Chernobylite 2: Exclusion Zone has been started:
KICKSTARTER LAUNCH TRAILER - Chernobylite 2: Exclusion Zone
Explore the mysterious open world of the Chornobyl Exclusion Zone in this post-apocalyptic action RPG adventure. Craft your story by facing sinister hazards and monsters. Survive furious encounters with the help of your crafted weaponry, developed skills, gathered teammates, and supported factions
What exactly changed between Crown of the Magister and Solasta II in the art direction?
Hello there you fine folks!
I hope our previous article gave you some reassurance regarding our character models! Today we're going to be having a little interview with Thierry Dunter, our Art Director, in order to better understand exactly what changed - and how - between Crown of the Magister and Solasta II to make such a difference. But as usual, before that....
Getting to know our Art Director
Hello Thierry, can you give us some information about yourself?
Hello there everyone. I am Thierry Dunter, the Art Director of Tactical Adventures. I've been with the studio since the very start, and have worked in quite a range of different games before that - such as XIII, RUSE, the Ghost Recon and Steel Division franchises. In my spare time I enjoy painting, cooking and I'm quite into airsoft!
RUSE and Steel Division? That's thematically quite a far cry from Solasta, isn't it?
It is! However, as an Art Director it is a challenge that is very interesting to tackle - I believe growth as an Art Director comes from exploring new horizons and challenging your existing views and techniques. The high fantasy world of Solasta as you currently know it took a lot of experimentation and researches - we've shared some early concept art in our Solasta Sourcebook, but there are many more sketches lost on hard drive or even my iPad (got to keep my hands busy during those train rides).
And what a world it turned out to be! If you don't mind me asking, players have noted that while the environment ended up quite striking in Crown of the Magister, our character faces were fairly rudimentary. What happened there?
A hard hitting question, but one that resulted in our character models taking a big step up in quality with Solasta II! Let's start from the beginning: You have to remember that our team started very small developing Solasta I. I'm talking no more than TWO people doing research on faces during pre-production - as you can imagine, that did not give us a lot of time to experiment.
Pre-production? Could you explain a little more for those who may not know this term?
Of course. Pre-production is the period during which we do research, experiment and establish pipelines. So for example here: How do we make a character face, from drawing it in 2D to having it available in-game. What are all the little steps, and how long do they take to create? This is an important step because it allows our Producer to estimate how much time it would take to make 20, 40, 100 different faces - and more importantly, if we have the time to make that many different faces during Production (which follow pre-production)!
So if I understand correctly, you're saying that we had to settle on a pipeline during pre-production?
Exactly. Once pre-production ends, we can't go back and keep changing the pipeline - so we had to settle with what we had. As you saw in-game, the result was... not ideal. We had a very limited amount of polygons to play with due to how scenes were handled in Unity, and our limited budget and time meant we had to quickly move onwards to start production.
It is also important for artists to check in-game from time to time. Is that an old character model? Is the lighting off? Etc...
But that's different with Solasta II, correct?
Absolutely, and there are many reasons for that! First is switching to Unreal Engine, which allowed us to basically multiply by 10 the number of polygons in our character faces. Second is our areas of focus - with Solasta II, making faces better was a goal from the start, so we started working on them earlier to make sure we're satisfied with what we have before production
Would you say anything changed in our philosophy regarding character models?
Yes, in Solasta II as we're able to add more details we want characters to be able to tell their story through their appearance. In a way, we're keeping a realistic artstyle.. But also exaggerating a few traits a little more for visual storytelling. Something similar to characters you would describe on Tabletop - the Paladin stands tall and strong, their appearance noble and unblemished. The grizzled old veteran sports a cleanly shaven beard, a heavily scarred face eyeing you with a stern look.
We're also leaning back into more classical medieval fantasy codes, with characters that are more visually appealing overall. You know, how characters in med-fan shows always have white teeth or look fairly fine after trekking in the woods for two weeks. That doesn't mean everyone will look perfect, far from it - but that should reduce the amount of uncanny valley some Solasta I faces gave off.
Can you give us some juicy bits of info about the upcoming Character Creator?
Well we're still very much working on it, but we do want to push customization a lot more than in Crown of the Magister. No promises, but we're currently playing with sliders quite a bit and I'm sure you will be able to be much more creative this time when building up your party of adventurers!
Thank you Thierry! I'm very excited to see what happens next with the Character Models!
Thank you! Look forward to our Character Creator once it's implemented!
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