It's here. The day has come. After 7 years of development, half of which were in Early Access, CrossCode 1.0 finally releases!
Well, what can we say? What a crazy long journey it was. When we started out with CrossCode we've been a small team of inexperienced indie developers. So obviously, we decided to create a fully-featured RPG. Which was stupid ambitious. Yet still... we somehow did it.
And that's because of you! All you amazing people that backed us on Indiegogo or bought the Early Access version, supported us through the years with feedback, suggestions, tons... TONS of typo fixes or just by cheering us on over all this time. You made it possible for us to not only develop all the content we originally planned, but also to improve the game even further, suggesting features and improvements we never originally thought of.
We want you to know that this means a lot to us. It's really hard to describe how we feel right now. Especially since we had to write this text 3 days in advance. It's probably a mixture of extreme happiness and total exhaustion.
We would also like to thank all of our publishers who greatly helped us getting the word out all across the world.
And now the game is out. So it's up to you to play and hopefully enjoy this game of ours. Let us know what you think!
Just because CrossCode hit full release, doesn't mean it's complete...!
Well, we already warned you that we might not make it in time and that's pretty much what happened. Steam Achievements and Trading Cards are unfortunately not available yet. However, we'll work on this right away and hopefully add those features within the following weeks.
Note that the game already keeps tracks of achievements internally, so there is no need to replay the game after Steam Achievements have been added - you will automatically get all the achievements you already collected once you boot the game.
Other things, that are still missing and will be added in following updates:
NPCs, quests, enemies, and food items that we need to implement for our Indiegogo Backers
A New Game Mode
The Last Minute Hero Guild
More Quests and proper NPCs for Rhombus Square
The Arena in Rhombus Square with more combat challenges
A Ninja Skin for Lea that we promised some of our Indiegogo backers is still in development. It will become available within a few weeks!
We'll also have another post in the upcoming weeks to talk more about our Post-Game content plans.
Star Control: Origins - Available Now
Posted: Sep 20, 2018, 10:12 pm by RPGWatch
Stardock's Star Control: Origins has been launched today from Steam and Stardock.
After 5 years of development to become Stardock's biggest release ever, we're pleased to announce Star Control®: OriginsTM, our sci-fi adventure RPG is now available.
In Star Control: Origins' adventure mode, players will take control of Earth's first interstellar ship to discover dozens of unique alien races, one of which is the mysterious Scryve who apparently want to completely destroy all traces of human life. Befriend strange extraterrestrials, gather resources from thousands of planets, and engage any hostile aliens as you set out to save humanity from a number of unknown threats.
Players looking to directly engage in space combat will want to check out the Fleet Battles mode. In it, players can partake in multiplayer ship-to-ship combat against opponents both online and locally as they pilot vessels featured in adventure mode and custom ships created within the Ship Crafting system. Players have total control over how a custom ship looks, as well as what weapons and defenses it'll wield.
Tales of Vesperia Definitive Edition - New Video
Posted: Sep 20, 2018, 04:02 pm by RPGWatch
@Wccftech Some new video for Tales of Vesperia Definitive Edition which showcases Patty.
New gameplay footage is now available for Tales of Vesperia Definitive Edition, the upcoming remaster of one of the best entries in Bandai Namco's JRPG series.
The new footage, which can be checked out below, showcases a mix of old and new content. The new footage is also the first time we are able to listen to Patty's English voice, which is quite faithful to the Japanese one.
From GOG " From a distant corner of the galaxy, an evil alien race sets in motion a sinister plan to conquer the Earth. They unleash a powerful catalyst - Energy X - that imbues the planet's worst miscreants with super-powers to bring the planet to its knees. Now Earth's only hope lies with a new breed of heroes... The Freedom Force! Command a squad of comic book heroes in the defense of Patriot City. Choose from over a dozen heroes or create your own comic champions. Fight for freedom in over 20 action-packed missions. Restore order in a completely interactive 3D world."
Bard's Tale IV - Patch Plans
Posted: Sep 20, 2018, 04:02 pm by RPGWatch
The Bard's Tale IV: Barrows Deep has a patch plan. The first major patch is scheduled for the 21st September.
The Bard's Tale IV: Barrows Deep Patch Road Map
19 SEPTEMBER - PAUL_INXILE
First of all, thank you for your patience and for your ongoing support. We are here to update you on the short-term road map for The Bard's Tale IV so you can get a sense of what's coming. We had a few more problems during yesterday's release then we had hoped for, and we apologize for the inconvenience. We will try hard to solve all of your issues as fast as we can.
One of the biggest concerns has been the delay in delivering the final keys of the game. Both our partners Crowdox and Xsolla faced a situation where these were not distributed as planned and it took them some time to sort it out. Our partners have assured us that all remaining issues should be resolved by today.
We are also aware that some people are experiencing problems with dropping framerates, missing widescreen support, FOV sliders, or unusual high loading times between certain areas. In addition, a small amount of people are encountering a black screen on load. Thank you for all the feedback you have been provided so far, and we want to make sure you see what we are doing with it. Please take a look at our patch notes below for detailed information.
We are working around the clock to solve these issues as soon as possible. Also, we would like to ask you to let us know if there are any other issues that influence your personal gaming experience in a negative way. We have spent a lot of love, time and effort into the development of The Bard's Tale IV: Barrows Deep, and there is no bigger reward for us than if you are enjoying it.
The team at inXile
Patch 1 - Est. Friday 9/21
We're starting initial work on improving load times to help people playing on non-SSD hard drives. There is more work to be done but it's a big focus of ours in the near future
Initial work on optimization and framerate improvements.
Auto-detection of hardware and adjustment of quality settings on initial load of the game. While there is currently auto-detection in the options menu, it wasn't happening automatically. The game defaults to Ultra settings which is likely causing FPS issues for those without high end hardware.
FOV adjustment slider.
Fixing wide-screen monitor support. This is part one of a two part plan.
First is getting the resolution settings working as intended followed by an art pass on the UI elements in patch 2.
Fixes for a few side quests that weren't triggering as intended
Fix to puzzle weapons where if a puzzle is solved on the weapon while it's equipped by a player, it will result in the puzzle reverting it's state to unsolved. As a workaround now, it can be solved in the inventory perfectly fine.
Optimization to Kaels Rudiment that dropped framerate while in combat
Fix in Magnar's Tower where a lever can be spammed in the shadow combat room that makes a bell hint unreadable
Fix for a softlock if a tutorial pops up when a player reads a note
Falkentyne's Fury will no longer persist on the players party team after a combat has ended.
Fix where the Strifespear's abilities don't play nicely with the Vanguard skill
Update to the save system that will allow players to delete saves as needed.
Fix for a bug where killing Charn Cultists with Falkentynes Fury, which would result in a soft lock.
Fix for spellpoints not updating correctly on the stat sheet when gear is equipped and unequipped.
Fix where in rare instances, activating a standing stone of gratitude before going into a combat can result in a soft lock
Fix for a duping item issue by replacing a non-stackable trinket with a stackable one.
Fix so MACO compass can't be spammed outside of combat, allowing for a stacked stun chance.
Fix where pausing the game during a cutscene after killing Yadis can cause the game to enter an unresponsive state.
Fix for the wraith where it shows 3 mana before summoning but actually costs 4 mana.
We're super excited to announce that Achtung! Cthulhu Tactics will launch on Steam on October 4th!
We also have a brand new gameplay trailer for you and a whole new set of exclusive screenshots that are now live on the Steam store page. The new assets showcase various locations from numerous missions within the game and also provide a first look at some of the mythical Nazi weapons and enemies you will be faced with.
Check out the new launch trailer below!
With exactly two weeks to go until the launch of Achtung! Cthulhu Tactics, we're going to be sharing even more behind the scenes content and giving you an insight into the Forest of Fear. If you have any questions, please let us know below or drop us a message in the Community Hub. We can't wait to share the game with you next month!
Dead In Vinland - The Vallhund DLC Released
Posted: Sep 20, 2018, 04:02 pm by RPGWatch
A new DLC for Dead In Vinland has been released called 'The Vallhund' as well as a large patch and new languages support.
The Vallhund DLC is available now! 1.2 Patch New languages!
20 SEPTEMBER - HEGOR
Hello survivors! Time to welcome the Vallhund in your camp!
The first DLC for Dead In Vinland is available now!
That's right, you can now get a new member in your camp! This is actually the first time that we've released a DLC for a game, sooo we're quite nervous! We hope you'll like it!
Owners of the Vallhund DLC will trigger a mid-day event where they will be able to "recruit" the dog into the camp. It will happen on day 5 for new games, but you can also load your save and the event should trigger the next mid-day if you already passed day 5.
The little dog will now be part of your camp, and each half day you'll be able to select 1 action that the dog will do. (more on that later)
The dog has 2 gauges: Affection and Energy
Energy will enable him to do more complex actions, and is spent when you do any action.
Affection will enable him to learn new tricks.
The dogs' actions are very diverse:
The most basic action: Rest! The little dog will regain Energy. You can send him to Fetch resources: Bones, Basic resources, Food Decrease states: Depression and Injuries
Give bonus Traits to Kari or the whole camp Treasure hunt: he will try to find one of the Skill Upgrade items!
Like every other camp stations in the camp, you can "upgrade", or rather, train your dog! This training won't take any in-game time, so the effects of that training will be immediately available after the upgrade.
And of course, there is a little story between your beloved dog and Kari... We added a few night events for them. Will Kari manage to train this cute little dog to be a fearsome beast?
If you want to know everything in detail about this DLC and the 1.2 Patch, please head to our official blogpost[deadinvinland.com]
The Vallhund is available for $1.99/1.99€/£1.69!
Something that was very requested by our players was new languages! Today, we're very happy to announce that Dead In Vinland now fully supports:
Polish (Community translation. Thanks A LOT to our awesome polish translators: MrOrochimaru, Amne, Jacek "OddFables", Kosciesza Starszyjsierzant, Wioleta (Vix) Perkowska)
Italian (Official translation. Thanks to Roberto Bertoni of Daring Touch))
Chinese (Official translation. Thanks to our chinese partner WhisperGames)
There are quite a lot of new features included in the 1.2 Patch:
Random traits for enemies
Crits on camp actions
Upgraded battle character sheet
3rd focus for the exploration
Rework of how the breeding chances
Rework of how the traps and dryers work
You can now check the characters' sheet during the night
Choosing the right binary options broker can be very time-consuming. 7binaryoptions.com makes it much faster and easier.
Das Geisterschiff - Released
Posted: Sep 19, 2018, 09:42 pm by RPGWatch
The adventure RPG / dungeon crawler hybrid Das Geisterschiff (The Ghost Ship) has been released today:
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.
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.
Left Alive - Interview and First Look
Posted: Sep 19, 2018, 09:23 am by RPGWatch
@Wccftech A first look at Left Alive and an interview with the developers.
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.
InXile Entertainment - Brian Fargo Wants Interplay Back
Posted: Sep 19, 2018, 09:23 am by RPGWatch
PCGamesN reports on a tweet made by Brian Fargo that indicates he will buy back Interplay if The Bard's Tale IV sells well.
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.
Xenonauts 2 - September Update
Posted: Sep 19, 2018, 03:12 am by RPGWatch
The September update for Xenonauts 2 highlights the progress that is being made in many areas.
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!
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!)
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.
Age of Wonders: Planetfall - Vanguard Faction Gameplay
Posted: Sep 19, 2018, 03:12 am by RPGWatch
A new video for Age of Wonders: Planetfall looks at the Vanguard faction.
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.
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.
Encased - Random Encounters
Posted: Sep 19, 2018, 03:12 am by RPGWatch
A new update for Encased about random encounters. Encased is now 38% funded with 28 days to go.
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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