The Forgotten City will be released soon, IGN tells ihe story:
Skyrim Mod to Standalone Game
Rome wasn't built in a day. But Forgotten City's devs virtually rebuilt it in nine years.
Nick Pearce has spent the last four-and-a-half years working 80-hour weeks on The Forgotten City, so it's not the strangest thing to hear that, at one point, he began hallucinating about being in a Mario game.
"When you start an indie game studio you're constantly running out of runway," Pearce said when asked if there was a moment during the game's development that he felt like throwing in the towel.
"It feels like one of those subterranean levels in Super Mario Bros. where you're running along a row of bricks, and they're disintegrating under your feet, so you just keep running forward and jumping into the unknown, all the while knowing that you have exactly zero lives left, because if you fall, it's over."
Pearce hasn't fallen yet, though. And neither have his collaborators in the tiny three-person studio known as Modern Storyteller. Their first game, The Forgotten City is a time loop mystery set in ancient Rome based on Pearce's incredibly successful Skyrim mod of the same name, and it's all but finished for a launch later this month on PlayStation, Xbox, and PC. Reaching this point has been quite the journey, one that began around a decade ago when Pearce first started working on the mod in his spare time. He estimates he devoted about ten hours a week, every week for three years, to the mod. Transitioning to full-time development has enabled Pearce and the Modern Storyteller team to rebuild The Forgotten City from the ground up, using the Unreal Engine and overhauling every aspect of the original creation. As the project wraps, Pearce is quick to acknowledge it's remarkable he hasn't taken a tumble and lost that last life given the level of crunch he's willingly put himself through.
"I've spent the last four-and-a-half years working 80 hour weeks with no real holiday, which I guess is about nine years worth of work," he said, notably without giving the impression that he is boasting about it.
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It's time for another minor update of the game, which may prove very significant for those of you who patiently waited for the unofficial German language translation of the game.
Thanks to our amazing fan translation team we can finally release the first version of the translation publicly. We hope it is to your liking, but if you find any issues please share your feedback here: [CLICK]
Other changes this update brings are:
Loading times optimization;
Memory usage optimization;
Small controller problems fixed;
Thank you for being with us and let there be ATOM!
Reaping souls of the dead and punching a clock might get monotonous but it's honest work for a Crow. The job gets lively when your assigned soul is stolen and you must track down a desperate thief to a realm untouched by death - where creatures grow far past their expiry and overflow with greed and power.
Talon Sharp Combat: Utilize melee weapons, arrows and magic to overcome a fantastic array of beasts and demigods. Mistakes are punished and victory is rewarded. Gain an edge by customizing your character stats and mastering the abilities and upgrades you obtain.
A Beautifully Bleak World: Venture beyond the Doors and explore a land full of twisted inhabitants and countless secrets, bringing hope to the weird and wonderful characters you'll meet along the way.
A Dark Mystery to Unravel: Track down and defeat colossal tyrants with stories and motivations of their own. Experience a somber yet darkly comedic tale, uncovering the truths behind the flow of souls, the role of the Crows and the origin of the Doors.
Monomyth will be coming to Kickstarter on the 27th of July, 2021, at 7 pm CET / 1 pm EST.
As a part of this Kickstarter campaign, you will be able to try a demo of Monomyth yourself! In this demo you will travel to the Serpent's Bastion, an outpost of Lysandria, and a bulwark against the many dangers that lurk in the wastelands surrounding the ancient fortress.
RPGFan reviewed past/present/future time-travel RPG Chris Tales:
Cris Tales Video Review
Cris Tales has captivated patient fans for a while now with its stunning design and interesting approach to combat and gameplay. Now that it's out, Zach took the time to explore this timeless world to see if it holds up. Check out the review to hear his thoughts!
DSOGaming reports on a Prey like game in development called Vigilance 2099.
In 2019, we informed you about a new indie game that is heavily inspired by Blade Runner and the cancelled PREY 2 game, Vigilance 2099. And today, we are happy to report that NasNakarus has released a brand new gameplay video for it.
Vigilance 2099 will be using Unreal Engine 4 and will have both bounty hunting and parkour elements. The game also promises to have both third-person and first-person camera viewpoints.
This latest prototype video shows a flying vehicle and a chasing sequence. It also shows some of the game's combat mechanics, as well as a hacking ability.
A new official trailer for King's Bounty II featuring Katharine.
We are pleased to reveal the second of three playable characters in King's Bounty II - Katharine, a human mage who prefers the power of word, intrigue, and magic rather than open confrontation with the enemy.
Katharine comes from a long line of noble Rigern counts, the rulers of the rugged mountain region of Nostria. She spent more than 50 years away from Nostria, roaming the dragon ruins and the remains of ancient Antis, looking for arcane knowledge and magic. However, when Katharine stops receiving the taxes she needs to fund her expeditions and mystical research she discovers that her nephew, Maurice, has taken over her county. Outraged by this, she heads to the Universal Assembly in order to demand the return of her power from the King...
King's Bounty II will be launching on August 24th, 2021 for PlayStation 4, Xbox One, Nintendo Switch, and PC.
A New Build is OUT - Patch 0.7.00 - Codename: The Famous and the Furtive
with so many of you well over the hundred hours mark in the game, it was high time for us to add the opportunity to actually win it. The first winning condition we have implemented is the Renown victory. The other two, Wealth and Knowledge will become available in the 1.0 release later this year.
No worries, though, meeting the winning condition and actually retiring with your vagrus are two separate things. Even after you are able to win the game, you can decide to continue playing and trigger the victory screen later in the associated in-game Event, essentially postponing the victory (and the game's end).
Warhammer 40,000: Battlesector is a fast-paced turn-based strategy game set in the grimdark universe of the 41st Millenium. Pick your force, develop your army, field mighty heroes and fight for victory using superior strategy, awesome abilities, and devastating weaponry.
Age of Crimson Dawn
Experience an epic twenty mission single-player campaign that explores the aftermath of the Devastation of Baal. Help Sergeant Carleon and his allies purge the Tyranid infestation on Baal Secundus, and preserve the honour of the noble Blood Angels.
Fight across the surface of Baal on maps of your choosing and select either the Blood Angels or the Tyranids in the Skirmish mode. Completely customize your army list by picking your units, heroes and their loadouts.
Forge Your Armies
Command iconic units like the Sanguinary Priest, the Librarian Dreadnought, and the Hive Tyrant to annihilate your foes. Use over 60 abilities and 50 weapons to orchestrate your opponent's bloody demise.
Each faction has a unique Momentum system that can result in a Surged unit. Units that Surge are able to string together superhuman chains of actions, or use the opportunity to further upgrade their abilities.
Call In Air Support
Use Command Points to call in faction-specific air support abilities. The Blood Angels Stormraven can obliterate xenos with a missile barrage, or deep strike a unit of veteran Assault Marines behind enemy lines. Meanwhile, the Tyranid Harpy can devastate the enemy defenses with its Sonic Screech, or scatter the battlefield with its deadly Spore Mines.
Face Your Friends On The Battlefield
With live and asynchronous multiplayer, and hotseat modes available, there's no excuse not to take your friends to war.
Delphyq is a tactics/strategy game currently in development. You can check out the Steam page. Additionally the developers have an AMA (ask me anything) on Reddit that answers a few questions.
Delphyq is a Real-time Strategy & Tactics game that puts you in the seat of a Mastermind, requiring you to analyze the current situation, evaluate the available resources, choose the missions, plan the attack and execute the plan.
Take control of an elite combat squadron known as the Operatives and bring an end to the tyrannical corporate armistice known as The Balance.
REAL TACTICS IN REAL TIME:
In Delphyq, combat does not happen in turns. The enemy won't wait until you're done firing. That's why the game provides you access to a robust waypoint and command system which allows you to perform real life military tactics and maneuvers, like Slice The Pie, Flanking, Suppressive Fire, and more.
The battlefield is an ally to the mindful. Delphyq's Dynamic Cover System guarantees that nearby cover is always available wherever units may be, allowing you to keep your Operatives alive as they take down the enemy, one area at a time.
BE THE MASTERMIND:
Analyze. Plan. Execute. Plan from the top and work your way to the bottom with Delphyq's engaging Overworld and Corkboard with the Intel planning system.
WE DON'T PLAY WITH DICE:
There's no such thing as luck in Delphyq. Every hit, miss, victory and defeat are all dictated by your strategy, not a random number generator.
NOTHING IS WHAT IT SEEMS:
Intrigue and plot twists abound! Follow the story of the ragtag militant team - Operatives, as they commit to the daunting task of taking down the corrupt corporation called 'The Balance'. Witness as the story unfolds with one revelation after another, all culminating into an unexpected conclusion.
Delphyq is a real time tactics game, one that puts you in the role of a mastermind in command of an elite group of combatants known as the Operatives. Every move, every decision, every action and reaction you make will influence and decide the outcome of each encounter you will face along the way.
One thing that separates Delphyq from the rest of the strategy and tactics crowd is the way it simulates real combat. Delphyq is not a turn-based game; despite it having a pause mechanic, combat is still handled in real-time. The game's waypoints, look direction and dynamic cover systems open doors for intense, strategic and memorable encounters. Advanced functions such as GoCodes and Operative skills provide access to deeper tactical maneuvers to deal with the game's extremely intelligent utility-based AI enemies.
Each AI unit functions in conjunction with its environment; depending on the situation, it will also try to coordinate with other AI in the field, and will attempt to flank the Operatives and/or engage them through the use of cover.
The game's Permadeath feature reinforces mastery, putting more weight in every decision made throughout the course of the game. Mastery of the game's systems is an essential element in fulfilling the mastermind role.
Welcome to the second of our weekly Q&A's with the wartales development team!
This week, Quentin, our Lead Game Designer/Producer gives us an insight into the easy to learn but hard to master combat system of Wartales, providing more information about how best to approach every fight, how your choice of weapons and units will be pivotal in your fights and why you'll need to thoroughly prepare for every confrontation that awaits you in wartales.
Read on to find out more...
What makes the fighting system in Wartales stand out from other turn based strategy games?
"We wanted to offer the player a combat system that is quick to learn but whose richness and depth unfold over the course of your playtime. Since the management component is one of the main aspects of the game, it was essential to link it to the combat system. In short, there are two layers of combat mastery; The first is simply winning the battle. The second is winning the battle efficiently, i.e., with as few wounds and armor repairs as possible.
Of course, winning a battle under catastrophic circumstances can be very resource intensive and can negatively impact the player's progress and economic expansion. Thus, the basis of a healthy economy is a good mastery of the combat system.
Wartales is not just a matter of fighting a skirmish to the death, we wanted to make a large variety of fights available to the player: you will be offered different combat objectives such as reaching a point in a given time, defending an area for a certain period of time, escorting a VIP, burning rats nests, fighting in arenas, attacking merchant caravans, assassinating a champion...
We designed a combat system that is malleable and adaptable to all of these requirements. The variety of objectives, encounters and game rules go hand in hand with the procedural generation of the battle area: this guarantees quality gameplay and replayability. The player must then deal with the battlefield, which is directly linked to the environment in which the fight was initiated (in the world) and procedurally generated according to the rules that govern these locations: is it a forest dotted with trees and tree trunks which archers can hide behind? A swamp in which the mud and mire make it difficult to get around? A mountain in the middle of a snowstorm that makes visibility almost impossible? The variety of combat environments and their procedural generation guarantees that the player will fight in a constantly renewed space and, by extension, always experience a different battle."
Why did we choose this particular combat style?
"Wartales' combat system was designed to meet two requirements: the first being to distinguish itself from traditional tactical games by offering a more organic and faster system to learn and play. To do this, we removed certain mechanics such as the chance to hit and replaced them with a system of engagement that is simple to understand but whose mastery will make the difference between a perfectly executed fight and a mass grave.
Impression: Our journey through Valheim - entry #1
Helga woke up to a sound of coals burning from the brazier above her, enjoying the warmth washing over her as the dawn light started to stream into their room.
It was an ordinary day and there were a lots of chores to be done. Helga and Kell quickly split their chores - Kell headed off to the nearby forest to chop down trees to make coals and smelt the ores mined the other day. After tending to boars in the pen, Helga proceeded to harvest turnips and carrots, then made her way to beehive grove to check if the bees are happy.
It was a peaceful day.
...until two trolls showed up with a club in their hand and proceeded on cleaving Kell and Helga's house in half.
Welcome to Valheim.
RIP our training rock, smashed into pieces by stupid trolls *shakes fist* - we still miss you
Our journey began as Hugin, the (un)friendly crow, dropped us - Helga and Kell - onto Valheim, a fearsome land full of our God Odin's enemies. We were destined to survive and defeat these creatures in order to prove our worth to our God.
...unfortunately, I disappointed Odin on my first day in Valheim by getting killed by a group of boars. Oops!
Scared and lost, Kell and I huddled up to a small campfire we had built for the night - unable to sleep without a shelter and a bed.
Next day, we desperately searched for a good place to settle - somewhere relatively flat, with plenty of resources but far away from too much danger. We found a spot in meadows where we could reach forest within a few minutes of stroll and with a beautiful view of a snowy mountain nearby.
Delighted, we quickly threw up a small house, just big enough to place two beds, a workstation and a campfire to keep us warm. By the time we were done with construction of our first home, it was already well into a night. Exhausted, I was eager to hit the bed but something was concerning Kell. I asked in an annoyed tone - "why aren't you coming to bed?" Kell spat out a thick cough in response.
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