A free demo of Banishers: Ghosts of New Eden is now available!
Tell your friends
Aye Banishers!
Good news number one: Banishers: Ghosts of New Eden now offers a free demo playable on all platforms.
If you liked Banishers and won't play the demo because you already played the game, tell your friends to give it a try!
In this demo, you can play the first mission of the game and get to know Antea and Red's story as ghosts hunters sent to lift the mysterious curse of New Eden...
The demo save files can be transferred to the full game, allowing you to carry your progress over.
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Chart a course for mystical adventure in this fusion of Tactical Turn-Based RPG and 4X Strategy. Build a team of skyfaring heroes, wield techno-magical devices and construct automatons as you explore uncharted sky-islands rich in secrets and powerful, dangerous Elyrium crystals. Here is the showcase of our gameplay and the beginning of Hidden Pass story.
On the 9th of May, 2024, King Arthur: Legion IX will be released on Steam, which means there are only two days left. Before that date, we would like to give you a quick summary of the game, with helpful links to the more detailed blog posts about various features.
King Arthur: Legion IX is a dark fantasy tactical role-playing game that takes place in the universe of King Arthur: Knight's Tale. It tells the story of an undead Roman Legion, whose members traverse the Underworlds of Tartarus and end up in a strange Avalon, twisted by the mad nightmares of Arthur. See our latest trailer to get a feel for the atmosphere!
The protagonist of the game is Gaius Julius Mento, the tribune of the Ninth Legion, and he will be able to tackle various missions in a party of five combatants that could include the Flamen of Orcus, the Flamina of Vesta, the Praetorian, Sicarius, and the Centurion - you will get to know them better through dialogue and exploration.
As he travels Avalon searching for the lost members of the Legion, Gaius makes various decisions that will push him towards a morality stance. He could either embrace his demonic urges or he might regain his humanity. It's all up to you, the player, however! These decisions will drastically alter the narrative, including the endgame portion.
There is also the matter of establishing a flourishing Roman colony on Avalon: you will rebuild Nova Roma and set out to make it the centre of a potential Eternal Rome. This city will serve as your headquarters, here you can build and upgrade various buildings (like the Lararium) that will provide items, bonuses and titles for your characters. You should make preparations here between missions to ensure swift victory against all kinds of enemy types, for Avalon is full of dangerous mythical creatures and vicious opportunists. Not to mention, the Lord of Camelot is still around...
In essence, you will get a complete new story with a 30-hour campaign, a challenging endgame mode, multiple side events, arena fights, and the branching story also encourages players to go for an alternate playthrough. It is a standalone release at the starting price of $19.99, and while this game does not require owning and knowing King Arthur: Knight's Tale, returning players will certainly benefit from it (and can prepare for a little surprise at launch).
Eligible supporters of our original Kickstarter campaign will be receiving codes for Legion IX at release, make sure to check your e-mails! Also don't hesitate to contact us if you have any questions.
And if you haven't done this yet, please wishlist the game, and make sure to check back when the date arrives!
From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP
"We were inventing a whole art form at the time."
A photograph of a white man with a pointed, Van Dyke white beard, and long white hair neatly swept back over his head, holding a magnifying glass up to some ancient document or other in the background.
"Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."
Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you will.
It's not a name I expect you'll recognise, but you'll know some of the things he's responsible for. Take the term XP, for example. It's ubiquitous in gaming and possibly beyond it, and Lawrence Schick created it. It's primarily the reason I set out to track him down, to hear how that came to be, because it fascinates me to think of a gaming landscape where there's no established term for experience points, and possibly no such thing as experience points at all. I find it really hard to even conceive of that, given where we are now.
But it's not all I learn from Lawrence Schick when I do track him down. I discover a passion within him that has helped shape role-playing games in the past, and a passion that continues to shape role-playing games into the future.
Greetings, Pathfinders! The long-awaited A Dance of Masks DLC will be released on June 13! Wishlist the DLC to be the first to go on this new adventure. And if you have Season Pass 2, the DLC will automatically become available on release day.
A Dance of Masks is the sixth and final premium DLC for Pathfinder: Wrath of the Righteous in Season Pass 2, one last love letter to the Knight Commander and their loyal companions. Gather all your companions and travel back to where it all started - the city of Kenabres, destroyed and now risen from the ashes. Visit a festival, celebrate your victories, socialize with friends and loved ones, watch the fireworks... And thwart the plans of villains trying to spoil the fun!
What can you expect from the DLC?
A new adventure will take you back to Kenabres and beyond: to a new enemy's stronghold!
Personal events for every companion - you've seen them fight, now watch them have a day off;
A new romantic event with every romanceable companion;
An otherworldly arena where you can test your might against some truly mythic enemies;
11 new character archetypes, a new weapon type and the ability to switch your grip on the weapon from one-handed to two-handed!
Today, we celebrate the first anniversary of Age of Wonders 4! This milestone could not have been achieved without you, our fans and players. Our journey with Age of Wonders began nearly three decades ago when Triumph's co-founder, Arno van Wingerden, and I envisioned creating a genre-blending strategy role-playing game. This dream allowed players to govern a fantasy realm set within an expansive, magical world.
Age of Wonders 4 is our most successful execution of this vision to date. It offers unprecedented freedom in faction creation and strategic development, enriching both the core gameplay and role-playing experiences. This first year since release, with its intense development and feedback cycle has made the game even better.
A heartfelt thank you to our talented developers and to you, our community, whose ongoing support and feedback have been integral to this success.
A Gift of Appreciation
In gratitude, we're excited to announce a gift: an update that includes both a standard and exotic Raptor Mount and a Dragon Scale Interface skin. This update will automatically be available on all platforms starting May 2nd.
Looking Forward
And there's more good news. Triumph will continue to develop Age of Wonders 4 beyond the current Premium Edition. We are working on more free updates and thrilling premium content. We're eager to share more details with you after the summer. But first, get ready for the Eldritch Realms expansion in June!
News that a new version of Archmage Rises is available:
Rivals Beta Released!
RIVALS COMBAT BETA NOW AVAILABLE!
It's finally here! You can now find and fight your rivals. They won't go down easy though and will put up a good fight, with mages from each school of magic bringing it's own unique challenges and strategies to the battlefield. We released the beta on Friday of last week, and so far early feedback from the weekend has been positive.
Here are a few of the new things that come with this update:
New enemy types to fight: Fire Mage, Ice Mage, Earth Mage, Storm Mage. Each mage type has it's own unique challenges to face
New option to attack your rival when you meet them
Rivals are now more difficult to locate. NPCs will not easily divulge their locations.
Bribe or schmooze Conclave Chapterheads to discover the location of your rivals
New NPC greetings - now NPCs comment on you based on a variety of factors (your appearance, their relationship with you, how long ago they last saw you, etc)
Gain additional legacy bonuses for eliminating a rival
You can now hunt down and kill your primary rival in the Mabren's Tower quest after you've completed the quest
New combat arena - Town Street
New death animation over rival portrait after killing that rival
Plus other improvements and bug fixes
You can now try out the new Rivals update by switching to the Beta branch in Steam. We'll be Beta testing it for at least the next week or two for some extra polishing and optimizing before we release it to the main Steam branch.
Emily and Alex, our new hires from last week (with some support from Phil), will be taking on the Rivals beta through to it's official public release. If you try it out, let us know what you think, we'd love to get your feedback on it!
EXPLORATION:
Mark and the rest of the team are continuing to plow forward on the next big Exploration update. For those of you who ready our last weekly dev update, this list hasn't changed much, but we're continuing to make progress on all of these areas:
Michal, James, Nolan, Mark - Exploration Events/Encounters.
Tyler - Revised Skill/Stat System
Zach - Dynamic Quests
Jessi, Phil, Jonathan, Andrey - Continuing on UI/UX Overhaul + Controller Support
OTHER NEWS:
By request of some in our Steam and Discord communities, we're working on putting together a "Known Issues" list that will be publicly available on both the Discord server and the Wiki (which we can hopefully now put a little more attention too now that we've got some additional help).
Just a reminder, if you do try out the new Rivals beta, let us know what you think!
Hello everyone! April is now over and it's time for our monthly Xenonauts 2 progress update.
Sound Design
Last month we brought an experienced sound designer onto the team to work on the game audio, as earlier in development we hadn't had the time and funds to give it the attention it deserved. Audio is sometimes an unappreciated part of game development, as the benefits of good sound effects can be quite subtle but are nonetheless very important.
This month we've updated the strategy UI, creating nicer sounds for the standard click / hover / error actions and then adding new clips so give subtly different feedback for different actions a click can cause (like confirming an action, closing a window, opening a tooltip, etc.). There's still a bit more work to be done on the UI sounds, but after that we'll be moving onto the tactical combat sounds and trying to give the different alien species a bit more character.
As a side-effect of this process, we've also noticed various places the game didn't have sound but needed it. Some of these are already fixed and will deployed in Milestone 4, e.g. now Medikits and the Automed Unit play a sound when healing a unit, and melee weapons play a sound if they miss the target.
Levels & Environment Art
We've also brought on a fulltime freelance environment artist to help us improve the variety and quality of our tactical environments. We worked on an assortment of smaller tasks last month ranging from improving the ATLAS Base command room assets (wall screens and the command table) to fixing up some of the assets for the Alien Base maps, but once those were complete we began to focus on the Farm biome.
Our plan is to add some new terrain objects and update some of the ground textures for the Farm to try and make the maps feel a bit more like a real agricultural environment, and then we'll be moving onto the Tropical biome to do the same thing (as there's not really enough tiles to do the inhabited areas of the Tropical maps properly right now). Once that's done, we'll be able to move onto our final biome - the Soviet Town terror maps!
Alien Crews
This month we updated the crews for all the various UFOs / alien ground missions to ensure there was a steady escalation of new enemies throughout the campaign. We now have enough units to group the alien races together, so each species now has a dedicated secondary support unit and a terror unit.
As part of this task we've added "heavy" variants of the Mentarch, Servitor, and Cyberdrone that are tougher and have more powerful weapons, which start appearing towards the end of the campaign. We'll be adding new artwork and 3D models for these units in the next month or two.
General Improvements
We've also made an assortment of improvements to other parts of the game. The air combat now supports weapons that are capable of shooting down missiles and we've added a new late-game escort UFO that provides an alternative to the alien Interceptor. We've added support for transferring scientists and engineers between bases. We've added a new soldier module that gives soldiers a 180-degree vision arc. We've made further improvements to the loading times, added many small usability features, and added various small new bits of content to the game.
Milestone 4
Last but not least, I just wanted to share that we've now done the bulk of the work on Milestone 4 and we've started internal testing on the updated campaign. Assuming there's no major issues we'll probably be releasing an early version of the build to the public early soon to get feedback - but initially this will be on our Prototype branches, as the build is currently too rough even for the Experimental branches. After a couple of weeks of polish the build should migrate to the Experimental branches, and and then we'll look towards a full public release.
So overall it's been a busy month for us, with lots of good progress made. Thanks for reading, see you next month!
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