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» Das Geisterschiff - Released - Sep 19, 2018, 09:42 pm
» Left Alive - Interview and First Look - Sep 19, 2018, 09:23 am
» InXile Entertainment - Brian Fargo Wants Interplay Back - Sep 19, 2018, 09:23 am
» Xenonauts 2 - September Update - Sep 19, 2018, 03:12 am
» Age of Wonders: Planetfall - Vanguard Faction Gameplay - Sep 19, 2018, 03:12 am
» Mass Effect - Drew Karpyshyn Interview - Sep 19, 2018, 03:12 am
» Encased - Random Encounters - Sep 19, 2018, 03:12 am
» General News - A book about The Story of Ultima - Sep 18, 2018, 09:03 pm
» Thronebreaker - Launches October 23rd - Sep 18, 2018, 09:03 pm
» Depth of Extinction - Almost Ready - Sep 18, 2018, 09:03 pm
» Legends of Ellaria - Goes RPG - Sep 18, 2018, 09:03 pm
» Bard's Tale IV - Released - Sep 18, 2018, 09:03 pm
» Shadows: Awakening - Review @ Selectbutton - Sep 18, 2018, 08:52 am
» Phantom Doctrine - Patch 1.0.6 - Sep 18, 2018, 08:52 am
» InSomnia: The Ark - Release Trailer - Sep 18, 2018, 08:52 am

 
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Das Geisterschiff - Released
Posted: Sep 19, 2018, 09:42 pm by RPGWatch

[​IMG]The adventure RPG / dungeon crawler hybrid Das Geisterschiff (The Ghost Ship) has been released today:

[​IMG]

Das Geisterschiff

Das Geisterschiff is a turn-based cyberpunk adventure/dungeon crawler hybrid with survival horror elements where you play as a mecha pilot working for one of the megacorps.

By 2072 the Earth turned into a scorched wasteland, forcing the population to move underground while two megacorps are stuck in an endless war over the territory and resources. After graduating from the military academy you've decided to join one of them.

Key Features
  • Non-linear dungeons filled with dangerous encounters, traps and puzzles;
  • Survival horror on steroids: no healing, no ammo pickups, no mercy;
  • Nuanced turn-based combat within dungeons;
  • Unique wireframe-like graphics supported by atmospheric electronic soundtrack.



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Left Alive - Interview and First Look
Posted: Sep 19, 2018, 09:23 am by RPGWatch

[​IMG]@Wccftech A first look at Left Alive and an interview with the developers.

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Why have you decided to blend all of these genres together?

Really the idea is that different people have different ideas in their head about how they want to play. Some people are very good at action games, some people aren't so good at action games. We wanted to give them that freedom of choice to play the way they wanted to.

It also gives you the chance to roleplay in different ways. You can play as a moralistic character if you want to go through and be scrupulous or you can play more of a pragmatist if you want.

Do the three characters reflect different aspects of game genres?

You've always got the option of how you will handle each of the characters here. They've obviously got their own backstory and reason for being in the city when it was invaded, and they're all dealing with their past as well. So you've got the choice: if you really resonate with that character and their background and think they should be played a certain way you can, or you can play how you want to play if you prefer.

[...]

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InXile Entertainment - Brian Fargo Wants Interplay Back
Posted: Sep 19, 2018, 09:23 am by RPGWatch

[​IMG]PCGamesN reports on a tweet made by Brian Fargo that indicates he will buy back Interplay if The Bard's Tale IV sells well.

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Brian Fargo was a founder of Interplay way back in 1983. The company's impressive list of credits covers everything from The Bard's Tale to Fallout and now, it seems, Fargo wants to buy it back. Of course, videogame companies don't come free, and he says there's one condition before Interplay comes back to one of its original founders - you'd better buy his next game.

[...]

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Xenonauts 2 - September Update
Posted: Sep 19, 2018, 03:12 am by RPGWatch

[​IMG]The September update for Xenonauts 2 highlights the progress that is being made in many areas.

[​IMG]

Xenonauts-2 September Progress Update!

Now the dust has settled on our successful Kickstarter campaign, it's time for a progress update on Xenonauts-2!

There's lots of exciting stuff to talk about, even though the lingering admin from the Kickstarter has kept us busy and the summer holiday period means that we've frequently been without one or more important team members!

Air Combat:

The first thing I want to show off is a very early incarnation of the air combat. The art and design are both still very rough, so try to look past all the placeholder art from the first Xenonauts and the rather simple combat interactions in the video.

Our objectives for the X2 air combat were to make something that was fast-paced but still rewarded the same skills as the rest of the game - tactical and strategic planning (I felt the X1 air combat emphasized reactions over good tactics). I've been playing with a lot of different ideas over the past few years, but I feel we've now hit on a good idea that will be able to combine both speed and tactical depth once complete.

Essentially the player has a certain number of turns to shoot down each UFO before it engages its jump drive and escapes from your interceptors. Your interceptor weapons have limited ammo and generally do more damage the closer you are (as do the alien weapons). Your interceptors can make one move each turn before they attack, but the UFO is also able to move - which it does by moving your jets up and down the battlefield to represent it speeding up / slowing down. Different UFOs will of course have different strengths and weaknesses, and the system supports up to three combatants per side.

I'll likely be writing an entire update devoted to the new Air Combat model once things are a bit more polished and the design has developed further, so I won't try to explain any more about the rules for now - but I just wanted to show everyone that we do already have a basic air combat system working and hooked up to the rest of the strategy layer!

Armory & Soldier Equip:

The next thing I wanted to talk about is the Armory screen and the soldier inventory mechanics. The UI concept above incorporates two major mechanical changes since the start of the Kickstarter, and also gives you some idea of the direction we'd like to take the final UI now we can afford to divert some of our funds to a dedicated UI artist (although it is only a rough style / layout concept, so don't read too much into the details).

The first big mechanical change is the return of the grid-based soldier backpack from Xenonauts 1. We were initially planning to remove this as part of a package of changes to make the inventory system less cumbersome, but we reconsidered our position after the community raised some valid points about why this might make the game less interesting to play. We're currently in the process of implementing the old backpack / inventory mechanics (they'll be in for the closed beta), as well as the other planned changes that were uncontroversial improvements to the system.

The second change is my first concept for the modular armour system that forms part of the modular equipment stretch goal. This works by splitting armour into two different inventory slots: the "Armour" and the "Plating", and giving items in both a set of % resistances against different types of damage.

The "Armour" is the base layer of armour your soldier is wearing - at the start of the game it's the blue Tacsuit, but your research efforts soon unlock different types of suit that offer better / different protection against the various damage types (ranging up to the endgame Exosuit).

"Plating" represents any additional armour you wear on top of this base suit, so the starting Tacsuit allows players to wear either "Light Kevlar" or "Heavy Kevlar" plating (the heavier plating offers more protection but weighs more). As the player progresses through the research tree, the Plating can be upgraded - e.g. Kevlar vests become more protective Alloy vests, etc.

This system allows players to mix and match armour to suit the specific mission. If you want good Chemical protection, you can equip your soldiers with a Chemsuit but then issue your assault troopers heavy plating and your snipers light plating. The way that plating upgrades through the game keeps older types of armour relevant, too - that same Chemsuit will still be somewhat viable in the late game if you have sufficiently advanced plating available, although advanced tech like an Exosuit would obviously be better in most situations.

Remember that this idea is still at concept stage and not yet implemented, so it may well change prior to release (or even prior to the closed beta!)

New Aliens:

Finally, I just want to show off a quick piece of concept art for a new alien to go in the game. The 3D art for this alien is not yet complete, but it's planned to be a single-tile psionic support unit.

We've got a number of new aliens working their way through our art / design pipeline, and we're making an effort to include some more distinctive aliens in the game this time around. There's certainly a place for humanoid aliens in space jumpsuits in the alien roster, but I think any X-Com successor also needs to embrace some of the absurdity of the original games to properly capture their spirit. A floating alien brain seems a pretty good place to start!

Anyway, that's enough from me - there's a lot more I'd like to talk about but I really should get back to work! The closed beta is still planned for the start of November and I'll keep everyone informed on our progress towards that deadline as it approaches.

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Age of Wonders: Planetfall - Vanguard Faction Gameplay
Posted: Sep 19, 2018, 03:12 am by RPGWatch

[​IMG]A new video for Age of Wonders: Planetfall looks at the Vanguard faction.

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Planetfall takes the fantasy series into the realms of science fiction, adding new ideas to the mix of empire building and turn-based tactical combat. Emerging from the ruins of a fallen galactic empire, you're looking to ascend to rule the galaxy once more, whether playing through a single player campaign, on randomised maps or against friends in multiplayer.

Release: TBA 2019 / Pc, Ps4, XBoxOne

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Mass Effect - Drew Karpyshyn Interview
Posted: Sep 19, 2018, 03:12 am by RPGWatch

[​IMG]Drew Karpyshyn was interviewed about Mass Effect by tic games network.

[​IMG]

Drew Karpyshyn on Mass Effect

One of the things we asked Drew about was how Mass Effect came to be, including whether parallels to Knights of the Old Republic were intentional and trying to understand the overall process behind creating such a huge new IP. We also asked about what it was like putting together the team for Mass Effect.

He told us that "What we usually try to do with BioWare is we try to build on what we've done before. So there was a lot of the same team, some of the writers, some of the artists, a lot of the production people, from KOTOR, came on to Mass Effect. We worked well together, we had done a pretty good job on KOTOR, it was a already a big success so wanted to keep a lot of that team together."

He also talked about the nature of the conversation wheel and how things changed with having a voice protagonist.

[...]

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Encased - Random Encounters
Posted: Sep 19, 2018, 03:12 am by RPGWatch

[​IMG]A new update for Encased about random encounters. Encased is now 38% funded with 28 days to go.

[​IMG]

Encased Kickstarter Update #5: Random Encounters

Whoa, this update came out of nowhere, didn't it? Kind of snuck up on you, just like one of our random encounters!

Our random encounter system is one of the features we're most proud of. Here's how it works:

Every encounter in Encased is its own post-apocalyptic story. Some of these stories will resolve on the spot, others will require significant effort and maximum concentration. Many encounters have consequences and lead to a whole new series of quests.

Random encounters occur when the player travels on the world map. A player's Stats as well as the world's condition directly affects which stories will be generated.

There is still civilization of a sort in the east of the Dome. You might meet a water caravan, slave traders, or a Kshatriya patrol. You may stumble upon a suspicious house, or a car riddled with bullet holes and carrying a mysterious case on the back seat. You might discover money or a relic inside.

Encounters in the east are mostly social in nature, while the west is almost barren of life. Salt marshes and white sand tell completely different stories: of bare survival and limited supplies, of struggling against the elements. You may find yourself searching out rare underground facilities offering shelter and relief from the relentless heat.

The south of the Dome also has underground complexes, but travellers won't find any welcome there. The south is an old communications center, a place where ancient battle machines lay buried beneath the sand and rocks. There are countless small bunkers here, the kind where once you enter, the somehow still-powered doors slide silently shut behind your back.

The north lands are now ruled by the New Committee. You may meet police and army patrols, come upon restricted areas where weird experiments are underway, and whole fields of abandoned vehicles rusting away to nothing.

Sooner or later, fate will lead the player to the very center of the Dome where Maelstrom runs rampant alongside gangs of insane raiders, and the stranger anomalies summoned by Tower radiation. Encounters near the center involve battles with bandits, surreal zones of abnormality, the constant chatter of insane Maelstrom, and many other unusual and exciting events.

When we say 'many' unusual events, this is no exaggeration. Encounters in Encased cannot all be resolved with combat. There are meetings with characters, secret locations which cannot be found any other way, and vignettes - brief but detailed text adventures, where the solution will depend on a player's decisions, Stats and Skills.

For example, while travelling the desert the player may discover a spacious house. The doors are all locked, but there is definitely something going on inside. The player may break in (Lockpicking), enter through the open window on the second floor (Deftness), slip in through the back door (Sneaking), or simply knock and ask them to let you in (Looks). Although if you are unsuccessful, there's always the risk of a bullet to the face. Perhaps, the player is wearing a mad raider's mask or has shown up at a gang lair in a Black Wing uniform. Anyway, there is always a way to complete an encounter, even if it's not immediately obvious.

At this point most of our planned 75 random encounters have already been written. With your help there can be even more!

Project fundraising report: $38,260 pledged by 1,010 backers! This means we've successfully raised almost 40% of our base goal, and are moving quickly past to the next milestone! Thank you so much!

Special thanks also to our friends at Larian Studios and especially to Swen Vincke for their generous contribution, shout out and moral support! Larian is constantly raising the bar for CRPGs with their beautiful games. Larian's love, dedication, and creative energy make their studio a role model for all of us at Dark Crystal Games.

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General News - A book about The Story of Ultima
Posted: Sep 18, 2018, 09:03 pm by RPGWatch

[​IMG]A book about the story of Ultima, Origin and Garriott, named Through the Moongate, is currently on Kickstarter for the final steps of its release.

[​IMG]

If you have played a computer role-playing game (CRPG), chances are Ultima played a part in its inspiration. Created by visionary Richard Garriott, and produced by his company Origin Systems, Inc., Ultima is one of the most important and influential CRPG series in the world. Through the Moongate illuminates the path of the Ultima games' history and the creative people behind this landmark series. It also covers some of Origin's other games, especially Wing Commander, and touches on several contemporary titles. Many of these tales have never before been told.

...

As I traced the paths of the Ultima games and those who worked for Origin Systems, I began to realize the multitude of games that would not be possible without the influence of Richard Garriott, Origin Systems, and Ultima series upon the industry. To ensure their place in history, I've included special coverage of the Wing Commander and Ultima Underworld series, plus significant CRPGs of the era such as Star Trek (PDP), Empire and other PLATO games, Escape! and RobotWar by Silas Warner, Temple of Apshai, Wizardry: Proving Grounds of the Mad Overlord, Wizardry II: The Knight of Diamonds, Escape from Mt. Drash, Moebius: The Orb of Celestial Harmony, Autoduel, Ogre, 2400 A.D., Questron, Tales of the Unknown: Volume I, Wizadore, Dungeon Master, Times of Lore, The Black Onyx, Dragon Quest, and Xanadu.

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Thronebreaker - Launches October 23rd
Posted: Sep 18, 2018, 09:03 pm by RPGWatch

[​IMG]Thronebreaker: The Witcher Tales, which was originally named Gwent: Thronebreaker, will be available on GOG at the 23rd of October.

[​IMG]
Thronebreaker: The Witcher Tales
Thronebreaker is a single player role-playing game set in the world of The Witcher that combines narrative-driven exploration with unique puzzles and card battle mechanics. Crafted by the developers responsible for some of the most iconic moments in The Witcher 3: Wild Hunt, the game spins a truly regal tale of Meve, a war-veteran queen of two Northern Realms - Lyria and Rivia. Facing an imminent Nilfgaardian invasion, Meve is forced to once again enter the warpath, and set out on a dark journey of destruction and revenge.

Throughout the adventure, players will explore new and never-before-seen parts of The Witcher world, embark on thought-provoking quests featuring rich, multidimensional characters. All while gathering resources to expand their army and engaging in epic story battles powered by the skill-based battle system known from GWENT: The Witcher Card Game.

Thronebreaker: The Witcher Tales will release on PC via GOG.com on October 23rd, with a console release on Xbox One and PlayStation 4 set for December 4th. Details regarding the pricing of Thronebreaker: The Witcher Tales will be released in the future.​

On that same day Gwent: The Witcher Card Game is coming out of beta as well and will be available for free.

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Depth of Extinction - Almost Ready
Posted: Sep 18, 2018, 09:03 pm by RPGWatch

[​IMG]In a recent blog for Depth of Extinction, we are informed that the game is almost ready to be launched. Here is the launch trailer.


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We skipped an update for Build 44 but are going to cover that build plus 45 in this extra special "last" blog post before the final stretch run to release the game onto Steam, GOG and itch.io! We will have an announcement regarding the launch date later this week.

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Legends of Ellaria - Goes RPG
Posted: Sep 18, 2018, 09:03 pm by RPGWatch

[​IMG]In the latest version of Legends of Ellaria (currently in closed beta) the RPG system has been implemented, but it still has places to go.

[​IMG]

We are excited to announce that a new version 0.5.42.01 RPG Leveling System is up

We have been working on different features and fixes, and we are finally ready to release some of the progress to you.

In this version, you will now find:
  • New RPG system where you can level and invest in attributes, bonuses, and abilities.
  • Added support for proficiencies, power attacks, and status effects
  • Remade the character inventory and character stats user interface from scratch
  • Remade most of the animations
  • Remade the character controller. The character movement is smoother now.
  • Rebalanced all RPG statistics
  • Included a status bar during combat for viewing NPC stats
  • Included a 3D character display in the inventory
In future versions we will be adding:
  • New skills
  • Vendors
  • Buildings
  • Kingdom Management
  • World map
  • UI and graphics improvements/optimizations


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Bard's Tale IV - Released
Posted: Sep 18, 2018, 09:03 pm by RPGWatch

[​IMG]The long wait is over - Bard's Tale IV has been released today on Steam and GOG:

[​IMG]

Bard's Tale IV

Over one hundred years later, the terrible events of Skara Brae's violent destruction are nearly forgotten. Hidden in the shadows, an evil has waited patiently. Until now. Fanatics are gathering control, the famous Adventurer's Guild has been outlawed and its members persecuted, and you must rise up in defiance to become the hero that the realm needs. Featuring 40 hours of gameplay, 350 speaking parts, and over 100 pieces of incredible music.

Create the Hero You Want To Be
Play as Bard, Fighter, Practitioner, and Rogue. Each archetype features 60-70 skills and collectively they unlock 21 unique classes. Build an array of characters to make each playthrough a unique experience.

Craft your Party, Your Way
Develop, progress, and grow a party of adventurers as you see fit. Start your party with a single character. Recruit or create new heroes to bolster your ranks. Level up and customize their skills and gear. Summon creatures into battle to fight for you! Build a party that suits your unique play style!

An Adventure Around Every Corner
Traverse a beautiful world filled with wonder and powered by Unreal Engine 4. Explore towns full of quest givers, fight your way through dark and deadly dungeons, and navigate beautiful rolling hills, dense forests, and icy wastes.

Outsmart Evil
Battle your enemies in dynamic, intuitive turn-based tactical combat that rewards clever thinking. Combine spells and skills for increased effects greater than the sum of their parts. Use superior strategies, thoughtful positioning, and deadly combos to bring down your foes!

Unlock the Secrets of the Past
Unravel challenging mysteries. If your enemies don't get you, the devious riddles, demanding puzzles, and dangerous traps which await just might. For those bold enough to seek them out, hidden rewards await your discovery.

Recover Powerful Artifacts
The sense of discovery and mystery doesn't stop with the environment. Recover ancient Elven weapons imbued with mystical powers and containing secrets which you'll need to uncover by carefully examining them. Doing so will gain you deadly advantages in the battles that lie ahead.

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Shadows: Awakening - Review @ Selectbutton
Posted: Sep 18, 2018, 08:52 am by RPGWatch

[​IMG]Selectbutton checked out the action RPG Shadows: Awakening:

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Shadows: Awakening Review

The Heretic Kingdoms series is no stranger to the action-RPG genre, but until now games have been limited to the PC. Shadows: Awakening marks the first entry for the series to release on Xbox One, and PlayStation 4, although the game is also available on PC.

There are subtle references that fans of the previous titles would appreciate, but newcomers to the franchise (the last game released in 2004) shouldn't have any problem understanding the self-contained narrative. Where similar titles have been adding cooperative features for both online and local multiplayer, Shadows: Awakening focuses on the single-player experience. While the isometric perspective is familiar, some intriguing gameplay mechanics help propel the game past its competition.

[...]

Simply Put
Shadows: Awakening proves that loot-focused action-RPGs can feature a deep narrative with meaningful side quests. The unique party system works in unison with the combat mechanics, allowing you to put together a devastating combination of attacks. Featuring a lengthy narrative, and reason to play through multiple times, this unassuming title may be the sleeper hit you have been looking for.

Score: 8/10 - Great

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Phantom Doctrine - Patch 1.0.6
Posted: Sep 18, 2018, 08:52 am by RPGWatch

[​IMG]Phantom Doctrine PC Patch 1.0.6:

[​IMG]

Phantom Doctrine Patch 1.0.6 Released!

Phantom Doctrine PC Patch 1.0.6
This patch contains requested improvements and fixes. As always, thank you for your support and all the feedback. Rest assured that further updates are in the works and we're always interested in hearing from you!

Improvements:
  • Dispose of body/pick up agent cutscenes are now skippable (yay!)
  • The Interconnected ability now only works after a successful tactical recon of the mission area
  • Volume of cinematic cutscenes played during missions adjusted
  • Improved enemy agent behavior while in vigilant mode
  • Removed an exploit resetting agent Heat with a tech unlock
  • Improved tooltips for armor, weapons and items when comparing them
Bugfixes:
  • Removed an issue with endless slow-mo for overwatch triggered for enemies in cover
  • Skipping a turn with the evac panel open will not block the UI
  • Removed a potential block caused by an enemy vigilant Agent trying to turn laser sensors on again
  • A patrolling Agent will no longer fall off the map while jumping down
  • Tracked down an eliminated a pesky rare bug which could block the game when choosing an enemy and an ability in the tutorial
  • A rare technical issue when opening a new secret file is now dead and buried
  • After rescuing an operative being interrogated in an Enemy Cell location, Danger gain will be correctly reduced
  • An Operative working on a Hideout assignment can't be hospitalized because of a Side Story Event at the same time
  • Agents in support cutscenes are now dressed in correct clothes
  • Opening a door will no longer cause a nearby civilian to move
  • Corrected a tooltip repetition for single shot stats of SMGs and rifles
  • The system cursor should no longer appear and supersede the in-game cursor
  • A disguised Operative carrying a body will now correctly upset civilians on sight
  • Removed an exploit from a KGB story mission, allowing to load a game and revert to infiltration mode
  • Corrected World Map text in the Italian localization
  • Improved gunshot sounds passing through grids with cars
  • Smashing of already broken glass will no longer be attempted
  • A variety of small fixes


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InSomnia: The Ark - Release Trailer
Posted: Sep 18, 2018, 08:52 am by RPGWatch

[​IMG]@DSOGaming The release trailer for INSOMNIA: The Ark.

[​IMG]

HeroCraft and Studio Mono have revealed a brand new launch trailer for their upcoming dieselpunk RPG, INSOMNIA: The Ark, which will launch for PC via Steam on September 27th. The new trailer gives players the best taste yet of the labour-of-love RPG, eight years in the making at Samara, Russia-based developer Studio Mono.

[...]



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