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Latest Baldur's Gate Enhanced Edition & General News Headlines:

» The Red Solstice - Funded - April 19, 2014, 10:40 am
» FireFlower Games - Two RPGs on Sale - April 19, 2014, 10:40 am
» Risen 3: Titan Lords - Trailer & Pre-order - April 19, 2014, 10:40 am
» Diablo III: Reaper of Souls - Interview @ Player Attack - April 19, 2014, 10:40 am
» Dead Crusade - Kickstarter Cancelled - April 19, 2014, 10:40 am
» ArsTechnica - Steam Sales Figures - April 19, 2014, 10:40 am
» Wasteland 2 - New Beta Update - April 19, 2014, 10:40 am
» Battle Brothers - Combat Demo Released - April 19, 2014, 10:40 am
» Final Fantasy III - Possible PC Release - April 19, 2014, 10:40 am
» Heart Forth, Alicia - Update#4, Stretch Goals - April 19, 2014, 10:40 am

Latest Active Threads on Boards o' Magick:
Kickstarter Backing (Featured Polls & Comments post by Merlanni)
The Red Solstice - Funded (Game/SP News & Comments post by RPGWatch)
FireFlower Games - Two RPGs on Sale (Game/SP News & Comments post by RPGWatch)
Risen 3: Titan Lords - Trailer & Pre-order (Game/SP News & Comments post by RPGWatch)
Dead Crusade - Kickstarter Cancelled (Game/SP News & Comments post by RPGWatch)
ArsTechnica - Steam Sales Figures (Game/SP News & Comments post by RPGWatch)

Check out if you want to learn everything and anything about various gambling games. The website includes reviews, comparison guides and a top lists page.

The Red Solstice - Funded
Posted: April 19, 2014, 10:40 am by RPGWatch

With close to 48 hours to go, The Red Solstice Kickstarter campaign has reached its goal of $50.000.
We are left speechless as we have reached our main funding goal with 48 hours to spare! Thank you, thank you so much everybody for supporting, sharing and playing the Alpha last few days! You are all amazing and we are making this game for you!

Can we reach the stretch goal?

With almost two days left for our Kickstarter campaign we have enough time to try and continue fighting to reach our first stretch goal? Can we make it? With your amazing support we think we can! So let's double the efforts marines, share few more times with your friends, consider some of the additional reward Add-Ons and higher level reward tiers and what's even more important try out the Alpha that is available to everybody right now for the remaining hours of Kickstarter campaign!
You can also find news on a new critter, Ripjaw, and..
Our CEO and lead game designer Hrvoje Horvatek will be doing an AMA at Reddit today at 5PM EST / 11PM CET! Be there and get your questions ready as he will answer almost anything about the game and our development process
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FireFlower Games - Two RPGs on Sale
Posted: April 19, 2014, 10:40 am by RPGWatch

Fireflower games has two RPG's on sale:

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Risen 3: Titan Lords - Trailer & Pre-order
Posted: April 19, 2014, 10:40 am by RPGWatch

Here is a Risen 3 trailer, which might be interesting even though it is a CGI trailer:

If you like to pre-order based on this or just because you know you will like it, you can do that at the DeepSilver site.

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Diablo III: Reaper of Souls - Interview @ Player Attack
Posted: April 19, 2014, 10:40 am by RPGWatch

Player Attack has posted a new interview with Lead Character Artist Paul Warzech at Blizzard about how he created Diablo III: Reaper of Souls.
Warzecha is one part of a team that specialises in taking relatively sensible elements and blending them into one fantastic outcome, and he's quick to point out that - generally - creating a new character class, monster or boss really is a group effort.

"Usually once we've got stuff down that we like, we'll get together with our monster strike team. We've got somebody in from every different discipline, we'll have a designer and we'll have somebody from story in there who can kinda help shape that from that aspect. We'll hit back and forth on [the character idea] until we're all pretty happy with stuff."

But! The process can vary - considerably - depending on just which monsters are on the proverbial drawing board that day. Inspiration can strike from anywhere, says Warzecha. Sometimes, that lightning will spark something in the writing department, leading the lore nerds to draft out a description of a monster that fits the story perfectly. Other times, it will land squarely at the artists' table, prompting creative drawings and sculptures that then need to be woven back into the history of Sanctuary. Still other times (like with the new character class, the Crusader, introduced in Reaper of Souls) it's a matter of an obvious niche appearing in the game, even if that niche is purely cosmetic. "There was nobody of that silhouette in Westmarch," we're told, matter-of-factly.

"Sometimes you come up with something that's just So Cool that we're just like "Y'know what? We've got to build this". Then, we'll sit with story - "Hey, this is what we were thinking, is there a way to work this into lore?", because #1: It's just cool; and #2: Maybe it works for gameplay in a way that it fills a void that needed to be filled."
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Dead Crusade - Kickstarter Cancelled
Posted: April 19, 2014, 10:40 am by RPGWatch

The Kickstarter for Dead Crusade was cancelled by Aesthetic Games. They posted a new update with more information about funding and the game's future.

Kickstarter Canceled and Farewell VideoWe have some good news and bad news.

The Bad News: After 15 days we have decided to cancel the Kickstarter campaign for Dead Crusade. It has not been an easy decision to pull the project from Kickstarter, but we do not see the project getting funded at this point and would prefer to not mislead our fans and backers. A lot of sacrifice and effort went into making this Kickstarter possible, and we would prefer to not drag things out or have the project look bad.

There are a number of reasons we believe the Kickstarter did not succeed, and I wanted to take a moment to explain a few in detail.
  • The Video: There is a saying for Kickstarter projects that if you do not immediately impress or captivate the viewer within 10 seconds, there is a good chance they are unlikely to finish watching let alone pledge to your project. When knew when putting our Story Cinematic video first we were taking a risk in boring people who wanted to see the heart of what we had to offer. We received many comments from people saying how they would have never realized how far along the game was or how much effort went into its development by watching the initial 2-3 minutes. We knew this was a risk, but genuinely thought the story elements would give a great look into the backdrop of the game and pull people in. We removed this footage and reworked the video to appeal to more of a mass audience some days later, but it was to late.
  • Old vs. New: Because we were in a transition period of moving the project from the older Unreal Engine 3 to the new Unreal Engine 4, and also because we were planning to revamp our entire combat system to better reflect our vision for the game using new tools, we were forced to show more of our initial prototype build. This caused tons of confusion, despite various watermarks with both written and verbal explanations. Many viewers could not tell the difference between the two, assuming they were all one in the same, which sparked allot of heated debates. We ended up removing almost all Unreal 3 footage from the reworked video to help avoid confusion and put the emphasize on Unreal 4, which to us felt like losing months of work.
  • Gameplay Footage: Another likely mistake of the presentation was showing our early combat gameplay, which was harshly judged and assumed an accurate representation of the final product. Considering how much we planned to revamp it, improve it, and make it more in line with a `survival` horror setting, it was definitely a mistake on our part to show it in such a rough state. We felt it would give confidence to backers to see that we can produce functional gameplay systems in a short amount of time, as well as give them a early glimpse into the games development.
  • Marketing and Social Media: We are first and foremost developers, not marketing specialists. Because we announced the game the same day as we launched our campaign, all major marketing and advertising efforts began the day we launched. We firmly believed that most traffic would come through Kickstarter itself once our ranking improved, and the game would `sell itself` so to speak. In retrospect, Kickstarter only generates a very limited amount of traffic on its own, and the rest is earned through massive media and networking efforts- some of which can be expensive. Your first few days are critical to the success of your campaign, and you want as many people talking and showcasing your game as possible to help build momentum as things begin to slow down after the initial launch hype is over.
The good News: Due to the massive amount of feedback we received (both good and bad) we have a much clearer understanding of what went wrong and more importantly, how to do things right if we are able to attempt a re-launch in the future. Sadly, we cannot say at this time when or if that will happen, as without any funding we cannot proceed with the games development at this time. But it does not mean the project has been canceled!

We wanted to thank everyone who believed in the project and showed there support by backing us. It really proved to us that despite lack of exposure, the game was still well received! We put together a farewell video as a tribute to everyone who supported us these past few weeks. For all our fans, we hope you enjoy it and sorry things did not work out with the Kickstarter!
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ArsTechnica - Steam Sales Figures
Posted: April 19, 2014, 10:40 am by RPGWatch

Here's some news about two new articles where ArsTechnica has data on Steam sales.
ArsTechnica managed to produce some apparently decent estimates of total ownership/sales totals on Steam. A few Devs have confirmed the accuracy with the author - some publicaly so. Imporant takeaways from this are pretty positive for PC gamers in general and PC RPG gamers in general.

Here's some interesting tidbits:

Skyrim - 5,942,000
Fallout: New Vegas - 2,630,232
The Witcher 2 - 1,725,513*
FTL - 1,651,734*
Dark Souls: Prepare to Die Edition - 1,368,606

*Only represents steam sales totals as DRM free versions without Steam integration are on offer on sites such as GoG.

Link -

Second article contains an expanded top list - expanded to 100 games (page 2 of article)

Link -
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Wasteland 2 - New Beta Update
Posted: April 19, 2014, 10:40 am by RPGWatch

The promised beta update for Wasteland 2 has been released, and should automatically download on Steam, but keep in mind it's a 4.7 GB update.

You can also check out the full changelog on the game's Tumblr page.
Wasteland 2 Early Beta Update #39080 Notes
High Profile Fixes:

The Titans have been released! A new area is available.

The vendor screen has been completely redesigned!

Tutorials have been added

New Mark Morgan tracks

Large balance pass on weapons and dropsets across the world

Large armor penetration pass on weapons and armor class pass on enemies

Many optimizations and compatibility fixes

Tons of new ambient tracks and in-world sounds added to all AZ levels

Ag Center/Highpool/Prison now unlocked from start

Ag Center and Highpool can both fall now

Reduced loading times across all scenes

HOTFIX: fixed infinite loading issue in certain areas
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Battle Brothers - Combat Demo Released
Posted: April 19, 2014, 10:40 am by RPGWatch

Overhype Studios announces you can now download the combat demo of their SRPG game Battle Brothers. Here are the details on how to download and play the demo.
Combat Demo Released!
It's done. Finally! Get out your party hats as it's time to celebrate the release of the Pre-Alpha Combat Demo of Battle Brothers. You can download it here!

Just keep a few points in mind when you give it a spin:
  • It's pre-alpha, meaning it is an early release of a product still in development. Everything in the game right now can be improved and most probably will for the final game.
  • It's a combat demo. It only reflects part of what the final game will be about and doesn't cover the strategy part at all. The final game will not consist of a few scenarios but have an open worldmap. Read more about it here in our dev blog article on the worldmap.
  • The demo can be hard. This is intentional. Every scenario can be consistently beat with the right strategy. That said, the game isn't properly balanced and if you find something clearly out of balance or plain stupid, let us know.
The demo requires an OpenGL 3.0 compatible video card and Windows XP, 7 or 8. If the game refuses to run on your rig and gives you a shader error, update your video drivers!

We'll take the Easter weekend off to recover a bit and lose the crunchtime-related rings around our eyes. Come Monday we'll be back and look forward to your feedback and the inevitable myriad of technical problems. Let us know in our forums how you feel about the game, about any ideas you have and about any bugs you encountered. Thank you guys for your support, and enjoy the game!
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Final Fantasy III - Possible PC Release
Posted: April 19, 2014, 10:40 am by RPGWatch

Siliconera has information that Square Enix might release Final Fantasy III on the PC.
Before the Nintendo DS remake, Final Fantasy III was the least accessible game in the series since it was only available for Famicom in Japan. Now Luneth, the silvered haired Final Fantasy III protagonist is everywhere. Square Enix brought Final Fantasy III to DS, iOS (pictured), Android, PSP, and Ouya. Next, Final Fantasy III is coming to PC. A rating by Germany's USK board leaked the news
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Heart Forth, Alicia - Update#4, Stretch Goals
Posted: April 19, 2014, 10:40 am by RPGWatch

Alonso Martin has posted the fourth update for his funded Metroidvania RPG Heart Forth, Alicia with a few shout outs, and gives us a tease of the game's stretch goals.
Kickstarter Shout Outs & Stretch Goal Tease
Wow, almost through our first two stretch goals! Amazing stuff. We're really surprised to see things moving along so well still, so thanks so much for pushing us forward!

Stretch goals
We have some exciting news for a whole bunch of people that have been asking for ports, and we're going to spill it tonight after we break our challenge dungeon stretch goal at $90,000. Keep your eyes on the campaign page or your inbox for an update in the next few hours. Can't wait to tell you guys what it is!
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Might & Magic X - Mac Version Now Available
Posted: April 19, 2014, 10:40 am by RPGWatch

Limbic Entertainment has posted news that the Mac version of Might & Magic X: Legacy has finally been released. So good news for Mac gamers you can now play the game.
Steam Mac version now available!
Hello adventurers!

Today we are pleased to announce you the official release of Might & Magic X - Legacy on Steam for Mac! Since one piece of good news deserves another, the DLC "The Falcon & The Unicorn" will be automatically unlocked for all mac players!

We would like to apologize for the delay of this version and thank you for your amazing support on this title!

Enjoy your time in the Agyn Peninsula,
Your MMX Team
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Elder Scrolls V: Skywind - Development Video
Posted: April 19, 2014, 10:40 am by RPGWatch

The developers of the Morrowind mod Skywind have released their second Development Video to show the progress of the ambitious mod.

The second episode of Skywind's Developer Diary series. Take an inside look into our most recent progress for the project and learn how YOU can help. For more information about the project, visit us at
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Chaos Reborn - Kickstarter Funded
Posted: April 19, 2014, 10:40 am by RPGWatch

ulian Gollop is happy to announce his Kickstarter game Chaos Reborn has managed to get funded. The game managed to earn $210,854 of the $180,000 goal.
We Did It!
Chaos Reborn has been funded with just 34 hours to go on the clock. Thank you to everybody who backed the project and promoted it. Thanks to my team for working after hours to make the prototype possible, and providing all the art and publicity material during the campaign. And thanks mum for being such a vocal supporter!

I will be posting a final update before the campaign closes with instructions about how you can continue to support the game and get rewards, including the possibility to contribute with paypal.

Single player
I have posted a lengthy explanation of the single-player Realms of Chaos mode on the Chaos Reborn website.

Animation in Progress
I have also posted some initial creature animations by our animator, Jason Pickering.
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Pillars of Eternity - Interview @ PC Gamer
Posted: April 19, 2014, 10:40 am by RPGWatch

Josh Sawyer is interviewed on PC Gamer to talk about world-building, magic, psychic warriors, and more for Pillars of Eternity. Here is a small sample of the interview.
PC Gamer: Memorable party characters are a big part of why people love Infinity Engine games. Do you have a favourite of the Pillars of Eternity companions?

Josh Sawyer: Well, there's the one I'm working on now, Pallegina. We like to write our companions relatively late in development because it gives us time to react to stuff in the world. She's cool because she has an interesting character arc and conflict. The game takes place in Dyrwood, which is a super European setting, and feels kind of like the Dalelands from Forgotten Realms. It's very continental European, and it's full of regular dudes and ladies going about their business. But one of the nearby countries, the Vailian Republics, are kind of like black renaissance Italians who have colonised this area. So her character is from that culture and she's sworn to protect her homeland. But she thinks she can do it in more effective ways than she's being told to.

Visually, she's an interesting character, because she's godlike. The godlike in this world are kind of like the planetouched in Forgotten Realms. She has aspects of a bird as part of her features. So she has feathers growing out of her face, and golden bird-like eyes. She's very striking-looking and interesting, and she's just been really fun to write. We have a lot of cool characters and a bunch of different writers are working on them, so it should be a neat mix.

PC Gamer: What kind of fantasy RPG standards or cliches are you trying to avoid or subvert?

Josh Sawyer: I just try to avoid doing things that I don't personally like. For example, the class balance stuff was done because I've made a bunch of these games, and I've been playing D&D for most of my life, and I keep seeing very strong trends towards behaviour that I don't think makes players happier. It doesn't give them as much choice as the systems claim to give them, and I think we can do a better job. If someone wants to make a brilliant, weakling fighter, that is a build that is viable in our game, and it's rewarded within the conversations and the fiction of the world. That's not something that's really true of playing Dungeons & Dragons.

If you want to make a muscle wizard, who is mighty and powerful and a stupid idiot, you can do that. Mechanically what happens is that you'll do a lot of damage, but their durations and areas of effects will be very small. Then in conversation they're total idiots. [laughs] You can bully people and you can pick them up off the ground and slap them around. It's not like I'm setting out to subvert stuff. I play tabletop games with a lot of people who have really great ideas for characters, but mechanically they're *****y characters. So when I try to fix that stuff, it's not because I think it's inherently better, but that it gives more opportunities to players to create more diverse characters, and feel rewarded for doing so.
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CD Projekt RED - Quo Vadis Berlin 2014 Panel
Posted: April 19, 2014, 10:40 am by RPGWatch

CD Projekt RED gave a speech at Quo Vadis Berlin 2014 about why it makes sense to be independent. A lucky attendee managed to film it, and got permission to post it.

Biz Development Talk about:
"Why it makes sense to be independent"

Michal Nowakowski (CD PROJEKT S.A.)
Marcin Iwinski (CD Projekt Group)

This video is meant to give everyone who could not visit Quo Vadis 2014 a chance to watch this great presentation. I have permission of CD Projekt RED and Quo Vadis to publish this video on YouTube. Big thanks for that!
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