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

» The Mandate - Post-Funding Update #37 - April 18, 2014, 10:40 pm
» Popup Dungeon - Kickstarter Updates# 13-15 - April 18, 2014, 6:02 am
» Dex - Preview @ Strategy Informer - April 18, 2014, 6:02 am
» Van Helsing II - Pre-Purchase Now on Steam - April 18, 2014, 6:02 am
» The Red Solstice - Update#15, 72 Hours Left - April 18, 2014, 6:02 am
» Styx: Master Of Shadows - New Screenshots - April 18, 2014, 6:02 am
» Elder Scrolls Online - News Roundup - April 18, 2014, 6:02 am
» Frontiers - March Update about Textures - April 18, 2014, 6:02 am
» Agarest: Generations of War Zero - Released - April 18, 2014, 6:02 am
» Hyper Light Drifter - Interview @ Destructoid - April 18, 2014, 6:02 am


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Popup Dungeon - Kickstarter Updates# 13-15 (Game/SP News & Comments post by RPGWatch)
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The Mandate - Post-Funding Update #37
Posted: April 18, 2014, 10:40 pm by RPGWatch

Update number 37 of The Mandate brings us news on mod support, the Osmani action and community designs.
First things first, back when we ran the Kickstarter we announced a series of mini-stretch goals. We had one each at $550k, $650k and $750k and are happy to report that we have now passed the $750k threshold. This means that everybody who backed minimum $25 or more will also get the digital add-ons strategy guide, art bible and character pack #3 at no additional cost!

Furthermore, since we fully expect to hit the $800k stretch goal (extended mod support) during 2014, we decided to go ahead as if this stretch goal was already met. Having more powerful mod tools will be useful not only to modders after launch but also help developers before launch since we invest in more robust tools that save us time. We have a lot of respect for the time and effort put in by mod communities to extend the lifespan of games like Mount&Blade, Elder Scrolls/Fallout, Total War, X3, Torchlight and many others. We look forward to seeing what kind of mods will pop up for The Mandate as well as total conversion projects for .
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Popup Dungeon - Kickstarter Updates# 13-15
Posted: April 18, 2014, 6:02 am by RPGWatch

Ring Runner has been busy posting a new update everyday for Popup Dungeon. The game still need to make another $50,000 to get funded with thirty days left.

Here is the latest update about Steam Greenlight.
Popup Dungeon has been officially Greenlit!
Thanks so much to everyone who voted for us. It took our previous game, Ring Runner, 399 days to make it through Greenlight; Popup Dungeon did it in under 11, and we're extremely grateful for your help.
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Dex - Preview @ Strategy Informer
Posted: April 18, 2014, 6:02 am by RPGWatch

Strategy Informer has posted a new preview of Dex based on a pre-alpha build at EGX Rezzed 2014 to go along with the interview they posted yesterday.
There was much to see in the version of DEX we played, but not much to do. Nevertheless, the message was clear - DEX will present a well crafted world made by those with a passion, love and understanding of classic cyberpunk themes - and we can't wait to see more.
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Van Helsing II - Pre-Purchase Now on Steam
Posted: April 18, 2014, 6:02 am by RPGWatch

Steam announces you can now pre-purchase The Incredible Adventures of Van Helsing II, and get a small discount of 10% off for $13.49.
Pre-Purchase Now - The Incredible Adventures of Van Helsing II
The Incredible Adventures of Van Helsing II is Now Available for Pre-Purchase on Steam and is 10% off!*

It all seemed so simple: defeat the mad scientist, free the land and ride into the sunset, but sometimes the fall of a villain only opens the way to more sinister foes. So the incredible adventures continue, and Van Helsing, the famous monster-hunter returns to save the day again with the help of his charming, ghostly companion, Lady Katarina. The gothic metropolis of weird science is on the brink of destruction as chaos rules the streets and a new enemy plots revenge. It's time to enter the dark side of Borgova and the forbidden wilderness, but beware: you are not the only one behind a mask.
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The Red Solstice - Update#15, 72 Hours Left
Posted: April 18, 2014, 6:02 am by RPGWatch

Here's another update from Ironward for The Red Solstice with news about free alpha access for everyone, a new video, and a new DLC add-on.

72 hours and counting!
We now have only 72 hours until the end of our Kickstarter campaign and are missing only 6.000$ to reach the goal! That is just amazing and we will be asking you to support us during this final push, with your help we can do it!

Alpha for everybody
During next 72 hours we will be opening Alpha access to EVERYBODY! Hurry over to LINK and download the game and indulge in intensive coop multiplayer! Devs will be dropping in during those three days to play with you, chat and help you out! During that time ALL players will be able to try and wear FLUFFY ARMOR!

Instructions

In no way any problems that might show up with either the game or the servers are representation of how will the game function in it's final release form!

If a crash happens game will automatically submit it to our database server so we will be able to fix it. If any major problem appears Ironward team will be online and ready to fix it.

Developers are yellow in chat and they will be there to help and answer your questions throughout the day.

DOWNLOAD THE GAME here: http://www.theredsolstice.com/demo.php or if you have the DEMO, try updating through your Launcher (Run it in admin mode), if it won't work then start the game using Game.exe from your BIN directory.

Register using this key in multiplayer: RGMGsU4e

Note: If you have participated in last alpha test, your account and experience is still there! Just use it!

If people cannot join your games, make sure you forward these ports 17887-17889 UDP/TCP

All DLC package as reward Add-On
Lots of you have been asking us to add a reward Add-On that would include all our future DLC/expansions in one package! So here it is, for adding 30$ per game key to your pledge you will get a full DLC package!
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Styx: Master Of Shadows - New Screenshots
Posted: April 18, 2014, 6:02 am by RPGWatch

Cyanide Studio sent a new press release with more information about their upcoming game Styx :Master Of Shadows, and include a few more screenshots.
STYX: MASTER OF SHADOWS - STYX EMERGES FROM THE SHADOWS IN SCREENSHOTS!
Styx: Master of Shadows, the infiltration game developed by Cyanide Studio, is taking a short break to reveal a series of exclusive screenshots!

Styx, the goblin anti-hero, is again giving us a brief glimpse of his numerous talents that will help you climb the vast Tower of Akenash. A master assassin and part-time thief, Styx can remove any objects that hamper his progress: but make sure you don't leave any clues behind that could alert the guards to your presence, like a lifeless body in a walkway! As these images show, Styx can move his victims' corpses and hide them where no one will accidentally stumble across them.

But not only humans and elves inhabit the Tower of Akenash; other fantastic creatures also roam the gloomy halls and passages of this immense tower, and it's usually wise to avoid them... if you don't want to end up as dinner for a hungry Orc!

- Watch the video

- Visit the official website
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Elder Scrolls Online - News Roundup
Posted: April 18, 2014, 6:02 am by RPGWatch

ZeniMax Online has a few more updates on the website for Elder Scrolls Online.

The first update is about upcoming community programs.
Now that ESO is live, you'll be seeing some new recurring articles on the site. We'll be digging into the community to feature guilds, create stories focused on Cyrodiil, share your favorite builds, uncover fascinating lore, and more. To get these programs rolling, we'll need your input.
The second update is a about a new video with Harry Partridge.

We've got some lighthearted fun to share with you today-Harry Partridge has a new video featuring ESO. Elder Scrolls fans have probably seen his work before in "The Elder Scrolls Adventures with the Dovahkids" or "Song of Skyrim," so get ready to laugh again in "Back to Tamriel." Enjoy!
The final update is the answers to their next Ask Us Anything about Craglorn.
Craglorn is coming, and since we released our recent trailer, everyone's been talking. We're thrilled to see all the discussions, and we want to weigh in with some answers to questions we've gathered from around the web. We hope you'll enjoy this closer look at how Craglorn's new features work.
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Frontiers - March Update about Textures
Posted: April 18, 2014, 6:02 am by RPGWatch

Lars Simkins has posted another post-funding update for Frontiers with his next monthly development update where he talks textures and a few problems using Unity.
March Update - Case Study: Textures
Hello, everyone! Some of your suggestions for update topics back in February were:
  • Architecture / iteration
  • Multiplayer
  • More tech stuff in general
  • Interface
  • Tools
I'm dealing with a problem right now that falls into the tools / tech stuff categories: Texture management. (This is exactly the kind of thing I would assume is too boring to write about, but hey you asked for it!)

Arg, Unity
Unity is a great tool. An amazing tool, really. But it has limitations. The biggest is that it assumes you'll be using 'levels' in your game. This doesn't rule out open world games, but if you were playing by their rules it would be something like Metro: Last Light where the world is carved up into discrete regions with maybe two or three entrance/exit points, plus loading screens in between them. You load a level and everything in it when you enter an area, then unload everything when you leave. Sure some minor stuff like enemies might spawn and despawn while you're there but the general rule is: load all the things / unload all the things. (Including any textures used in the level.)

FRONTIERS isn't like that. There aren't levels - there's just a world. I have exactly one 'level' that's loaded on startup. After that I load and unload individual objects - characters, rocks, terrain tiles - into whatever area the player needs to see.

This was the root of the problem I faced last year - how do I organize content so that I can load and unload it as I move through the world? How do I avoid loading too many objects at once, or too few? I came up with some decent solutions. It'll never be as seamless as a truly streaming open world like Grand Theft Auto, but it works.

Unfortunately this approach prevents also me from using a lot of Unity's built-in tools - stuff like pathfinding, occlusion culling and (apparently) texture memory management. (Note: I keep hedging when making statements about Unity's texture memory because the truth is, I have no idea what's going on under the hood, and no one else seems to either. Google this problem and all you'll find is lots of unanswered questions & educated guesses.)
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Agarest: Generations of War Zero - Released
Posted: April 18, 2014, 6:02 am by RPGWatch

Stem announces that Agarest: Generations of War Zero is now available. The game is a prequel to last year's Agarest: Generations of War.
Now Available on Steam - Agarest: Generations of War Zero
Agarest: Generations of War Zero is Now Available on Steam!

From the void, the gods of darkness and light created Agarest, a most perfect and divine world. As the generations passed, paradise sadly fell to the ravages of time. War darkened the skies and Agarest soon became a torturous hell as the gods divided and immense armies clashed, desecrating the once beautiful land...
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Hyper Light Drifter - Interview @ Destructoid
Posted: April 18, 2014, 6:02 am by RPGWatch

Destructoid had the chance to interview Alex Preston of Heart Machine at Pax East 2014 to talk about his upcoming ARPG Hyper Light Drifter.



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Heart Forth, Alicia - Updates #1-3. Funded
Posted: April 18, 2014, 6:02 am by RPGWatch

Heart Forth, Alicia has been funded in three days, and managed to make $72,477 of $60,000 goal. The developer Alonso Martin has also released three new updates.

Update #1 - Stretch Goals and Chucklefish Games
What an amazing first day! Never in my life did I imagine we'd receive the generous support and excitement we've gotten from you guys. I honestly launched the campaign expecting we'd have a very rough time even getting past the first half of the goal, and I'm completely bewildered by how things have played out-completely beyond-words grateful to you.
Update #2 - Funded! Stretch goals on their way!
My. Goodness. I cannot believe what has just happened! You guys have funded us in such a short amount of time! We're funded! I'm in a ridiculous mix of agitation, incredulity and absolute gratitude. Thanks so much to everyone who helped us through our amazing first days! Again, never in our wildest dreams did we expect anything close to the kind of support that we've received, but now that we have it, we'll do everything we can to live up to your expectations!

We were also Greenlit yesterday-we expected that to take months to get through. Unbelievable! But thanks again to everyone who managed to make it over to the page and cast their vote before we got the go-ahead! I hope you're not tired already of hearing us say this, but we can't stop saying thank you for helping us solidify the future of this project! I personally completely indebted to you.
Update #3 - Stretch Goals Are Here!
Apologies for the delay while we worked out the final kinks, but it's finally begun! Let's go through our first set of stretch goals one by one:

$75,000 - New Game+
Our first stretch goal is for that good old fashioned RPG staple, New Game+. Heart Forth, Alicia's New Game+ mode will put players in a drastically more difficult world where many of the games variables will be altered to make the playthrough more challenging, including stronger enemies, more lethal environments, unique New Game+ foes, and plenty of other hidden surprises. You won't be helpless, though. Players will start with all of the money from their previous run, three New Game+ exclusive accessories, increased stats compared to a normal playthrough, and more. We might even toss in some super special secrets only available to players on their New Game+ run

$90,000 - Challenge Dungeons
We'll carefully hide three secret challenge dungeons in different spots of the game world, each one creating a unique sequence of challenging rooms filled with swarms of enemies for Alicia to conquer on her way downward (or upward!) to retrieve a shiny new reward. Think "Deep Dungeon" from Final Fantasy Tactics or "Savage Labyrinth" from Wind Waker and you're on the right track. Of course, we're always open to backer input, so if you have an idea you think would work great in a challenge dungeon, let us know!

$110,000 - The PS4 Port
The big one. We know that tons of you have been dying for any news on ports, so we're incredibly excited to confirm that Heart Forth, Alicia is coming to the PS4! We're working on implementing the PS4 port into our tiers, so keep an eye out for more news soon. If we manage to break through this set of stretch goals, we'll definitely do our best to be much more punctual with our next set. What will they be? You'll have to wait and see
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Kenshi - Impression & Q&A @ Leviathyn
Posted: April 18, 2014, 6:02 am by RPGWatch

Leviathyn has posted a new preview of Kenshi, and they included a new Q&A with the game's Creator & Lead Developer Chris Hunt.
Where did idea for the game came from and telling us how long it's been in development? Where there any particular inspirations for this sort of sandbox gameplay?

I've been working on Kenshi for around 7 years now, juggling it with part-time employment as a security guard to get by. It wasn't until last year when Kenshi was accepted on Steam Greenlight that I was able to hire a team of developers. I started working on Kenshi because I got irritated with so-called open-ended games and wanted to make an awesome RPG that I would want to play myself. Players get mollycoddled too much, with super strong hero charters and guided missions that force you to take certain routes and directions. I want to explore places when I feel like, do what I want when I feel like it. Kenshi has no super strong characters, you're not special, just a puny normal person who needs to work hard to improve like everyone else.

When I played the game's alpha, I found myself really digging the game's visual look? Where there any particular inspirations for this?


The current look of the game has a kind of desert sword-punk style to it, most inspired by the Fallout series and Mad Max movies. I've always appreciated that open, lonely and harsh environment in games and movies. Saying that though, there will a lot more different terrains coming up in later updates, mostly arid, different deserts and canyons, but also swamplands and others.

Speaking of which, how has the feedback been now that the game is in Early Access on Steam?

It's been pretty good, people seem excited about it's potential. The city building aspect I think is most attractive to people - just being able to wander the desert, set up a base and fight off bandit or cannibal raids. The difficulty also makes it pretty addictive.
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Earthlock - Post-Funding Update #21
Posted: April 18, 2014, 6:02 am by RPGWatch

Snowcastle Games gives out more information on how they will be handling the Post-Campaign for Earthlock: Festival of Magic in the latest Kickstarter update.
General Information for Post-Campaign Handling
This update will cover some general information about pledges, add-ons, rewards and Paypal as well as to hopefully address some of your most pressing questions about the post-campaign experience.

Collecting Pledges
We are currently in the process of collecting the pledge funds from everyone. This process will take about two weeks to give backers some time to fix any issues they may have had with the initial transfer.

Pledge Manager
After the initial two weeks (this is an estimate) and if the system is ready we will be sending out invites to all Kickstarter backers and Paypal backers to our Pledge Manager. The Pledge Manager is a system for us to manage all backers, pledges, and rewards and is not part of Kickstarter (as a company) itself.

In the pledge manager, you will be able to select which add-ons you want for your pledge, add-on funds if you want more than you had allotted during the Kickstarter, supply us with your shipping address (if you have pledged for any physical rewards), and select the platform you want the game on for each of your copies.

You will also be able to add more add-ons if you desire! So, for anyone who missed our late-campaign physical add-on announcements such as the art book or the Amon figure, there is no need to worry. You may add those in the Pledge Manager.

The Pledge Manager will also be used to manage digital reward distribution such as download links and unlock codes.

The invite for the Pledge Manager will be sent to the same email as the one receiving this update (the one registered with your Kickstarter account). That same email will also be registered to your pledge manager account. You will be able to change this email in the account settings in the pledge manager.

PayPal
Our Paypal system is still live on www.fomgame.com and will be out until the end of the month of May. Anyone who was not able to back our Kickstarter is more than welcome to support us through our Paypal site while this is active!

Please note that if you have backed us through Kickstarter then do not use the Paypal site to back us further as that would create duplicate accounts for you in the Pledge Manager. You will be able to back us further if you wish through the Add-On system in the Pledge Manager once that system is live.

Any additional funds we get through more add-ons in the Pledge Manager as well as new pledges through Paypal will go towards our Stretch Goals and we will keep you regularly updated on the total amount raised.

Rewards
Rewards will not be sent out until the Pledge Manager system is live as that system is the easiest for us to manage and distribute rewards to our backers. Once the Pledge Manager goes live we will send out invites to our backers only section of our forum as well!

Alpha and Beta
We have had many of you asking about the projected Alpha and Beta schedule for Earthlock. We wanted to give you an idea of what we had in mind so far:

The Alpha testing phase is estimate to begin sometime late this year.

The Beta testing phase is estimated to begin early next year.

We will update with more specific dates once we get further in development and have more information.
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Zpocalypse - Update #1, Stretch Goals & Dev Diary
Posted: April 18, 2014, 6:02 am by RPGWatch

Greenbrier Games has posted the first update for Zpocalypse: Survival with information on Steam Greenlight, stretch goals, and posts a new Dev Diary.
Great start, Greenlight, Stretch Goals & Dev Diary 1
Thank you all for your support so far! Just before I posted this update we hit 10% so we are off to a great start and we are just kicking up our marketing again after coming back from PAX East 2014! So hopefully we will start seeing some news about the game on various websites. From PAX it was great to see so many people checking out the game and giving good feedback. We hope that continues as the campaign progresses, we are happy you are backers but we would also love for you to be contributors.

Steam Greenlight
If you haven't seen, we have put the game up on Steam Greenlight. If you have an opportunity go check it out and show your support. Plus spread the news about it. The great thing about Greenlight is that it gets us even more visibility with more gamers which helps get the Kickstarter more visibility. Please note that while we do plan to use Steam as a distribution option we are looking at other distribution methods that offer DRM free options for those who prefer to not use Steam.

# Backer Stretch Goals
We have added some new stretch goals. This time based on our number of backers.
  • 625 Backers - Option to start the game with a Bug-Out-Bag
  • 1250 Backers - Option to start the game with an advanced weapon (Voted)
  • 2500 Backers - Kickstarter Exclusive menu screen (Toggleable) (Voted)
  • 5000 Backers - Soundboard app of SFX from the game (Available as Add-on)
  • 10000 Backers - Option to start the game at a location (Voted)
I will be adding a graphic for this to the main page soon.

New Pledge Level
We have added an extra pledge level, due to backers request, that includes the base Zpocalypse game and a copy of the digital game. You can now get both of these at the $65 reward tier.

Dev Diary
So one thing I want to do in some of our updates is give you some info about the game, its development and our goals. For the future, please let us know what subjects you might be interested in and we will get you the news! To start of, lets go to the beginning...

We've been hard at work on our first digital title Zpocalypse: Survival for the past 12 months. There have been slow times and fast times, particularly since September and we've already gone through a number of iterations of the game. Real development for the current state of the game has been going on for about the last 6 months. I've wanted to make a digital game based of the Zpocalypse franchise ever since I first joined up with the team back in August of 2012, not too long after GBG finished up their first Kickstarter for the original Zpocalypse game. I started off helping them put together a small app that could be used to play the boardgame, with some added enhancements of music. Once we launched that around March 2013 we started looking at our next steps. We started off thinking of just making another app, keep it really simple, 2D and basically a direct port of the boardgame. So we started our design doc and one of our earliest design concepts.
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Darkest Dungeon - Video Interviews
Posted: April 18, 2014, 6:02 am by RPGWatch

Here are two more video interviews for Darkest Dungeon.

The first video is from PC Gamer with Tyler Sigman of Red Hook Studios.


The second video is from Kotaku at PAX East 2014.



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