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The Turn Based Lovers present games of their favorite genre:
Top NEW Turn-Based RPGs of November 2025 on PC and Consoles
Timestamps
00:00 Intro
00:29 Slaves of Magic | PC
01:34 Shadows of Thornkeep (E.A.) | PC
02:43 Bonaparte: A Mechanized Revolution | PC
04:04 Dark Quest 4 | PC-PlayStation-Xbox-Switch
05:21 Bloodgrounds (E.A.) | PC
06:19 Rue Valley | PC-PlayStation-Xbox
07:44 Atelier Ryza 2: Lost Legends & the Secret Fairy DX
09:00 Kingdoms of the Dump | PC
10:23 Demonschool | PC-PlayStation-Xbox- Switch
11:00 Demeo x Dungeons & Dragons: Battlemarked | PC-PlayStation-VR
12:26 Project Thea (E.A.) | PC
13:30 Veterum (E.A.) | PC
14:18 Outro
Digitally Downloaded reviewedAvernum 4: Greed and Glory:
Review: Avernum 4: Greed and Glory (PC)
Sometimes all you need is a good story.
Jeff Vogel is a legend. It's not because he's produced a game that has sold a billion copies. The likes of EA, Microsoft and others haven't come sniffing for his company, Spiderweb Software, like they did for Bioware, Obsidian and others. He's a legend for another reason: For decades now, he's been able to carve out and maintain his niche as a largely one-man band. He's a survivor of the video game indie space, and that is something truly admirable. It's a tough space out there. And now he's back with a remake of one of his more loved titles, Avernum 4.
We're used to remakes and remasters bringing a graphical update to the original, but to be upfront: That's not the case with Avernum 4. Graphics - which are expensive to produce (particularly for epic-length RPGs) have never been Vogel's strong suit, and Avernum 4: Greed and Glory looks no different to the rest of SpiderWeb's games. Without sugar-coating it, these aesthetics are primitive and limited, and the mainstream audience would look at the game running in bemusement. I myself can't help but wonder what an HD-2D like engine remaster might do to the personality of any of Vogel's games, including Avernum. I do feel like the aesthetics put something of a wall between the game and player - they're so dry and functional that the games become an almost academic experience.
[...]
I realise that Avernum, and Spiderweb Software's work in general, is a tough sell. One look at the screenshots and it's far too easy to file this one away as something too niche for its good. But I'll tell you this: Any time I've convinced someone to actually play a Spiderweb Software game, they've gone on to play at least a few more. Jeff Vogel has been a great survivor in indie development for a reason. If you like your RPGs, give Avernum 4 a go. Trust me.
Sacred 2 Remaster review - A disappointing update of a classic action RPG
As an action RPG fan, I was in my element when Sacred 2: Fallen Angel launched back in 2008. While its story was passable, it looked great, had a massive open world to explore, and offered up mountains of loot. Also, I could play it with friends thanks to online co-op. I was happy, then, when it was announced that it was getting a remaster for current-gen consoles and PC. But now it's here, Sacred 2 Remaster is a disappointment.
As you'd expect, Sacred 2 Remaster is the very same game as Sacred 2: Fallen Angel at its core, only now it also includes the Ice & Blood expansion. That means it features new regions to explore, two additional character classes to play, and has a wealth of new missions, items, and more, as standard. On top of that, the visuals have been cleaned up a little, the user interface has been tweaked, and full controller support has been added.
All of those things are very welcome indeed. And there's no doubt that Sacred 2 Remaster has never looked better. It's nice to be able to play the game on current formats, too. Unfortunately, though, some of the changes here are either troublesome or downright perplexing, and in some cases, both.
Take the controller support, for example. Rather than allowing you to equip four skills and activate them by holding the right trigger and pressing the face button designated to each of them, you instead have to tap the right trigger to switch between them, which, in the middle of combat, is a pain. And then there's the co-op - or the lack of it on consoles. As anyone who's into action RPGs will know, playing with a friend is always more fun, but that's not an option on PS5 or Xbox Series X/S for some reason. It's strictly a single-player experience.
[...]
There's some fun to be had with Sacred 2 Remaster, but on the whole it's a disappointing update of a classic RPG. Newcomers will find many aspects of it bewildering, using skills with a controller is overly fiddly and, worst of all, multiplayer isn't an option on consoles. Much more should have been done to bring this classic up to date.
The Turn Based Lovers checked out the Early Access title Guild Saga: Vanished Worlds again:
A Tactical JRPG That Plays Like a CRPG - Guild Saga: Vanished Worlds - 1 Year Later
It's been well over a year since we did a preview on Guild Saga. And I think the time is ripe for us to go and check on the game to see what's up, kind of like a year-in-review for the game.
It's still in early access, so a lot of things are still a work in progress, but the team at Ocelot, the studio behind this project, has made considerable strides between the game's initial early access release and the subsequent updates that followed, namely version 0.5 and version 0.6, which we'll be taking a look at.
But before we dive into the new content, I think it's best to give a brief, a small refresher on what this game is all about for you folks who are new to the channel or just, you know, the folks who are unfamiliar with Guild Saga that managed to stumble their way into this article.
Kroot are a race of humanoid xenos from Pech of Ultima Segmentum, famed mercenaries, known to acquire the genetic traits of others by consuming their flesh. Thanks to this unique aptitude, Kroot can survive in any environment - in frigid cold, in searing heat, or on the surface of the harshest death world. The Kroot carefully preserve the traditions of their kin, perpetuate their genes through the ceremonial consumption of the dead, and fear above all falling into an 'evolutionary dead end' by mindlessly devouring unfit flesh. Guided by Flesh Shapers capable of sensing and selecting the "genetic strands" necessary for a kinband's development, the Kroot spread across the galaxy in their eternal pursuit of evolutionary perfection.
Ra'akhti is a scout, exiled from her tribe for transgressions against their traditions. In their wrath, the Flesh Shapers visited upon her the most dreadful punishment known to the Kroot: she was declared an "Inedible", a being whose "genetic strands" must not be consumed, and thus whose essence can never be passed on to their kin. Cut off from her tribe and left entirely to her own devices, Ra'akhti was forced to survive in the toxic marshes that stretch across a lower sector of a hive city, where the only bright spot in Ra'akhti's relentless solitude was her faithful Pech'ra named Yuka.
A chance encounter with an acolyte of the Inquisition proved fortuitous, offering Ra'akhti the chance to continue her life despite her exile. It's difficult for a lone xenos to survive on a human world without the patronage of someone powerful. By joining the acolyte's retinue, and gaining the patronage of an agent of the Golden Throne, Ra'akhti gained access to the world beyond the fringes of the hive city. Though the locals regard her with hatred and the logic of the 'soft-skins' remains baffling to her, Ra'akhti has severed the last ties to her once-close kin and now sets out upon a new trail that may lead her to a new purpose... or utter destruction.
It's been a little quiet lately - because we've been rebuilding.
As we move closer to our 1.0 release, the team's been deep in the trenches polishing systems, testing some wild ideas, and pushing toward one of your most requested features: Co-op.
And yes, we've been playing Wicked a lot... to ensure that when this update launches, you'll have exactly the experience we've always wanted you to have.
With No Rest for the Wicked, we've always aspired to change what multiplayer could mean in an ARPG: Not just "joining someone's session temporarily", but truly living together in the same world.
A world that remembers you - whether you started a realm or joined one.
A world shaped by what you and your friends leave behind.
What Co-op Really Means for Wicked
We've always believed that the ideal multiplayer experience for ARPGs lies somewhere between how the genre traditionally handled co-op and how MMORPGs do: more social than what ARPGs have offered, but less restrictive than what's possible within an MMO.
When someone joins your world in Wicked, they don't just pass through.
They become a citizen of your world, they help to shape it... and create memories within it.
Moments like your friend resurrecting you just in time to beat that impossible boss.
Or you logging in one morning and finding them peacefully fishing at a pond.
Your realm celebrating after you finally find that elusive item everyone wanted.
Or your buddy finding a particularly creative way to troll you.
Those moments become stories you'll tell forever - stories your realm remembers.
That's what makes Co-op in Wicked different.
Because you're playing on a persistent, shared realm, you and your friends aren't just guests in each other's games - you're co-architects of a shared world that belongs to you.
Community Update #11 | Everything you need to know before the update
Dear Carants,
As you may already know, our next major update is dropping on November 17th. We've been hard at work behind the scenes, and we're super excited to finally share with you what we've been working on.
This post is here to give you all the information you'll need to know and prepare for before the update arrives. Whether you're planning to dive in on day one or just curious about what's coming, this will get you up to speed.
Save Files
This has been one of the most requested features from the community, and we're happy to deliver!
When the update goes live, we'll be providing custom save files* that drop you right into specific parts of the game. Whether you want to play the new content, explore late-game systems, or just skip the early-game grind, you'll be able to.
Less than 2 weeks to go before War Sails launches across PC and Consoles (PlayStation 5, Xbox Series X|S) - on the 26th of November, 2025! Following the Gameplay Showcase, we've rounded up your most asked questions and tackled them below.
If your question isn't covered here, reply below and we'll tackle follow-ups in the comments.
Wishlist now to stay updated and be ready to set sail on launch day!
General
When will War Sails release on the 26th of November?
We're aiming to release the expansion on all platforms at 9:00 CET / 3:00 AM EST / 12:00 AM PST.
What hardware specs will be required to run War Sails?
You will be able to find the system requirements on the Steam Store page. Note that they will likely still change leading up to the release, as we determine the profiles based on the latest tests.
Will the War Sails expansion be on Xbox Game Pass?
It won't be on Game Pass at or around release. It's not yet determined if it will come to Game Pass in the future.
Will it be possible to pre-order or pre-load the expansion?
No.
How much disk storage will War Sails require?
Our current PC development build sits at ~33GB. While this may change slightly as we prepare for launch, we expect it to remain close to that size. Console builds run a little smaller, and download sizes may vary depending on platform compression and packaging.
Will we be able to play War Sails on Steam Deck?
War Sails won't be Steam Deck verified at launch, but you'll still be able to play on it on Day 1 - just like any other Steam game. Mount & Blade II: Bannerlord has a "Playable" status on Steam Deck.
Will the expansion have a launch discount?
Yes - War Sails will be 10% off on all platforms for the first 2 weeks to celebrate the launch.
"War Sails will be arriving on PC (Steam, Epic Games Store, and GoG)" - What about the Xbox app on PC?
It will be arriving on the Xbox PC app on Windows as well.
Will there be a launch stream?
Yes. We'll be partnering with many of the content creators you already know to kick things off on release day. More details on this will follow.
Gameplay
How much will it cost to acquire ships?
Ship prices will range from 12.000 denars for light ships to 150.000 denars for heavy hulls, depending on any existing upgrades applied to the ship at the time of purchase. Certain perks can also reduce the final purchase price. These are subject to change based on ongoing balancing efforts.
Will there be a way to travel between ports without having your own ship?
No.
Will soldiers be able to escape while at sea due to no food or morale, or will soldiers die instead?
Troops won't desert due to low morale at sea (until you reach and spend time on land again), but will get wounded if there's not enough food.
Could you explain further if the player character can swim indefinitely, and if NPCs can climb back on board if they're quick enough?
Yes, your character can swim without a time limit. Other troops, however, have limited endurance in the water based on their tier, whether they have a mariner background, and how heavily they're armoured. If their ship sinks or they end up overboard, they'll try to swim to the nearest friendly vessel and climb aboard - assuming they reach it in time.
What happens if I board and take over an enemy ship, but my original ship sinks? Do I lose the battle?
You won't lose the battle - it'll still count as a victory. However, since your original ship is gone, you'll find yourself without a vessel once the mission ends. Unless you then capture an enemy ship in the loot screen, your party will be left rafting toward the nearest shore.
If one of my ships is destroyed, and I have more than eight in my fleet, will another one join the battle? Or do reinforcements only come from the troops on the starting ships?
There are no ship reinforcements during the battle - only the eight deployed ships participate. However, some vessels can reinforce their own decks with additional troops if their maximum crew size exceeds their deck capacity.
Will using the ballista improve the Engineering skill, like in sieges?
Yes - operating the ballista in naval battles will increase your Engineering skill, just like in sieges. It will also contribute to levelling the new Mariner skill.
If you name a ship in the port, will that name be displayed in OoB?
Yes.
Will there be War Sails-specific cheats on PC?
Yes, you'll be able to conjure some epic-looking ships by giving yourself any hull you want and unlocking any figurehead you like.
Will naval custom battles be part of War Sails?
Yes! Following your feedback from a previous community Q&A, we've decided to add naval custom battles - and they'll be available from day one! The custom battle setup will let you choose factions, select ships, randomize upgrades, pick troop types and numbers, and more.
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