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» Skyrim - New Skyblivion Screenshots - Dec 09, 2017, 03:03 pm
» Biomutant - Interview - Dec 09, 2017, 03:03 pm
» Pamela - New Crafting System - Dec 09, 2017, 03:03 pm
» Seven - Reviews - Dec 09, 2017, 03:03 pm
» Seven - Patch 1.0.5 - Dec 09, 2017, 02:52 am
» Spellforce 3 - Review @ Game Watcher - Dec 08, 2017, 08:52 pm
» Fallout: NV - Total Conversion Mod Announced - Dec 08, 2017, 08:52 pm
» Shadowhand - Released - Dec 08, 2017, 08:52 pm
» Demons Age - Released - Dec 08, 2017, 08:52 pm
» From Software - Teaser Trailer - Dec 08, 2017, 02:43 pm
» Cosmic Star Heroine - Review @HardcoreGaming101 - Dec 08, 2017, 02:43 pm
» THQ Nordic - Jagged Alliance leaked - Dec 08, 2017, 02:43 pm
» Wolcen: Lords of Mayhem - Kickstarter Update - Dec 08, 2017, 02:23 am
» Seven - Review @ Windows Central - Dec 08, 2017, 02:23 am
» Beyond Good and Evil 2 - First Ship and Crew Update - Dec 07, 2017, 08:22 pm

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Skyrim - New Skyblivion Screenshots
Posted: Dec 09, 2017, 03:03 pm by RPGWatch

[​IMG]DSOG has some new screenshots for the Skyrim total conversion mod Skyblivion:


New beautiful screenshots released for the Oblivion total conversion mod for Skyrim, Skyblivion

The team behind Skyblivion, an Oblivion total conversion mod for Skyrim, has released a new set of screenshots. These screenshots will give you an idea of the mod's current state. And from the looks of it, Skyblivion retains the same atmosphere as Oblivion did when it came out.

In case you weren't aware of, Skyblivion is a total conversion by the TESRenewal modding group, aiming to bring the Elder Scrolls IV: Oblivion to a new generation of gamers and re-introduce it to long time fans of the series. The team is currently in the process of porting and rebuilding Cyrodiil along with all of its quests, locations and characters into Skyrim and Skyrim: Special Edition.


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Biomutant - Interview
Posted: Dec 09, 2017, 03:03 pm by RPGWatch

[​IMG]IGN interviewed the Biomutant devs:


Biomutant Developers Answer the 6 Biggest Questions

Think of a post-apocalyptic Kung Fu Panda action RPG.
By Brandin Tyrrel On the outside, BioMutant is a game about Kung Fu woodland critters in a post-apocalyptic fantasy land full of monsters, mythology, and mechs. So... yeah, it's totally understandable to still have a few questions about what's quickly becoming one of the most intriguing and anticipated games of 2018.


How big is the open world? What will we do in it?

The world is 16 square kilometers, or approx. 6 square miles, plus some underworld areas, and you're playing in a world that's dying.

At the beginning of the game there's an equilibrium; The Tree of Life that stands tall at the center of everything is struggling to survive, its five behemoth roots stretching out in all directions across the world are being gnawed on by huge creatures working their way in towards the Tree. Players have the choice to seek out these creatures at any time, trying to defeat them or entering into pacts with them - its entirely up to the player. If the creatures are defeated, it increases the likelihood the world will survive at the end of everything.

But perhaps you don't confront the creatures at all, but instead search for Nono - small spirit potatoes that can cure the roots and help the Tree fight back. But choosing different paths will dramatically alter the experience and the end game. The world will change with your actions; the team's goal is to create an interesting and interactive experience. As an open world RPG, exploration, discovery and interesting characters are all big parts of the game.

Much of the focus is on the characters in the world and their destiny as its in the player's hands. A key goal for the main character is finding out who they are and where they came from. So there's a part of the story that is reflective and will give glimpses of the world that once where. The meat-eater you confront at the start of the game plays a part in this, as does the Narrator.

BioMutant is much more about the fate of the world as the events caused by the player's choices are happening, and the characters that live in this world and their destiny, than retelling the history of the world that once was.


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Pamela - New Crafting System
Posted: Dec 09, 2017, 03:03 pm by RPGWatch

[​IMG]The P.A.M.E.L.A. devs need feedback for their new crafting system:


Dev Blog 79: Feedback Needed! Crafting & Harvesting

Hey everyone!

If you've been following our development, you may have read that we're currently reworking the crafting system to simplify it and make it less painful to use overall. We'll be launching this update alongside with Level Streaming and the massive Nirvana expansion before the end of the year. This is a pretty large change to the game so we wanted to get your opinions on it before we just launched it silently and hoped for the best.

Overview Of The New Crafting System

In order to streamline crafting resources the base elements such as carbon have been removed and are no longer needed to create crafting components. Components can now be found and looted directly from the world.
  • Components have also been streamlined by removing their upgraded versions and simplifying their names. Can't remember if you needed Dymop-something or Alumino-etc glass? It's just "Glass" now.
  • With the removal of upgraded components, a few leftover junk items have been converted to be extra crafting components to keep some variety in crafting recipes. Our new total for crafting components is 11, where it used to be almost 30.
  • To free up inventory space Components now deposit directly into the Engineering menu and can be seen on the right panel (where the Elements used to be displayed) and each component has its own individual cap (99) instead of the shared cap that elements used.
  • If a component in the menu is at its cap the component will be deposited into the inventory for storage or to feed to the recycler.
  • All crafting recipes have been updated to only use components, with more and rarer components required for rare and powerful items as well as upgrades.

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Seven - Reviews
Posted: Dec 09, 2017, 03:03 pm by RPGWatch

[​IMG]Two more reviews for Seven: The Days Long Gone:

PC Aficionado: Score 7.3/10


Despite the buggy AI, and frame rate issues, Seven: The Days Long Gone was still a highly enjoyable game. It's a real RPG experience that the hardcore gamers out there will enjoy more than anything. A few of the mechanics and design choices may put off the younger generation, but it's a brilliant stealth sandbox regardless.

Monstervine: Score 2.5/5


A collection of interesting systems that never quite comes together.

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Seven - Patch 1.0.5
Posted: Dec 09, 2017, 02:52 am by RPGWatch

[​IMG]A new patch for Seven fixes many issues with the game.


Hi Players,

Today, we are happy to share the news that many of you were waiting for. Following your suggestions, along with many improvements of patch 1.0.5, we are introducing prompts, to show you when the backstab/dropkill can be performed and how effective it will be. Hopefully, it will help you play without unnecessary stress

From now on, we are focusing on optimising the performance. Please stay as supportive as you always have been!


  • Day and night system will no longer cast shadows during the night.
  • NEW: Added backstab, and dropkill prompts - the special marker will visualise the window of opportunity.
  • NEW: Backstab and dropkill prompt will now inform you about the lethality of your weapon's attack.
  • NEW: Display stat for opportunity damage modifier (backstabs, dropkills, finishers) on weapon tooltip.
  • NEW: Stash accessible now through every crafting and alchemical station.
  • FIX: Unified backstab damage. Damage dealt with the backstabbing attack will be the same no matter if the target is aware or unaware of player.
  • FIX: Weapon opportunity damage upgrades will now add proper damage bonus.
  • FIX: Due to popular demand monster respawn delay has been made longer.
  • FIX: Arena champions and keepers have proper attitude settings now.
  • FIX: Badelisk navigation snap adjusted, so they don't stick to the ground anymore.
  • FIX: NPC AI teleporting back to the bottom while using ladder no longer appears.
  • FIX: Changed type of AI Territory volume near Cliffs, so it does not prompt player falsely about trespassing.
  • FIX: Anim Montages Items fixes.
  • FIX: NPCs locations adjusted in Artee Village.
  • FIX: Food machines now should not lose interaction.
  • FIX: One-sided geometry has proper collision settings now - AI should no longer see you through walls/floors.
  • FIX: Lowered invisibility active cost by half.
  • FIX: Increased lining armour capacity bonus.
  • FIX: Crafting tier III upgrades for lockpicks and driller will now require the II tier upgrade.
  • FIX: Tier II upgrades for drills and lockpicks will no longer be displayed if Tier III had been crafted.
  • FIX: Players who crafted Tier II after crafting Tier III will now have proper DrillerTier set.
  • FIX: Chromosphere radius upgrades will now make its radius bigger.
  • FIX: Fall damage stat will be displayed correctly.
  • FIX: Skill passive Fighter will allow displaying enemies' resistances in Sense Mode.
  • FIX: Armor upgrades for movement speed won't apply the enormous amount of movement penalty for armour parts with base 0 penalty.
  • FIX: Missing disguises recognitions added.

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Spellforce 3 - Review @ Game Watcher
Posted: Dec 08, 2017, 08:52 pm by RPGWatch

[​IMG]Game Watcher has reviewed Spellforce 3:


SpellForce 3 Review

A unique mix of strategy and RPG mechanics that miraculously loses very few of either

Everything can be made better with magic, and games are no exception. Even Age of Empires - arguably the archetypal real time strategy title - could be improved with the addition of otherworldly elements, as exemplified in the outstanding Age of Mythology. Luckily for us strategy and sorcery lovers, the folks at Grimlore Games took one look at Microsoft's classic and said "wouldn't that be much better with magic"?

Turns out it is. SpellForce 3, published by THQ Nordic, is a strategy title with a healthy dose of RPG on top (or an RPG with a healthy dose of RTS, depending how you look at it). The third entry in the SpellForce series is the most complex to date, presenting numerous options in terms of units, buildings and powers, all of which come to play at some point in the campaign.
In the end, SpellForce 3 is a unique mix of strategy and RPG mechanics that miraculously loses very few of either. It asks no knowledge of the previous titles, and features co-op and PvP multiplayer modes in addition to the rather long single-player campaign. Ironically, in an age of MOBAs and strategy-less strategy games, this years-old staple of game design feels surprisingly refreshing.

+ Beautiful and often responsive combat
+ Amazing Soundtrack
+ Good graphics
+ Significant base-building aspects
+ Interesting lore and dialogue

- Bit too focused on micromanagement
- Units are quite hard to select or precisely control in battle
- Character development is rather shallow

Score: 7/10

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Fallout: NV - Total Conversion Mod Announced
Posted: Dec 08, 2017, 08:52 pm by RPGWatch

[​IMG]DSOG reports that a total conversion mod for Fallout: New Vegas has been announced:


Fallout 4 New Vegas Total Conversion Mod Announced, First Pre-Alpha Gameplay Footage Revealed

Obsidian's Fallout: New Vegas is considered by many as one of the best modern Fallout games. So I'm pretty sure that a lot of gamers will be happy to know that a team of modders is working on a total conversion mod to bring its world to Fallout 4. Yeap, Fallout 4 New Vegas is a thing, and below you can find its first pre-alpha gameplay video.

The team has not revealed any ETA on when this mod will hit the Internet. As it claimed, this mod will require a massive number of assets. Moreover, its level design team continues to work at the starting areas of Fallout: New Vegas in and around Goodsprings. This basically means that the mod is still in early stages, so don't expect it any time soon.


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Shadowhand - Released
Posted: Dec 08, 2017, 08:52 pm by RPGWatch

[​IMG]The strategic RPG card game Shadowhand has been released:



Shadowhand is a strategic RPG card game. Duel powerful enemies in 18th Century England with unique solitaire-style turn-based combat. Build mini-decks and equip your character to sneak, slice and blast through foes!

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Demons Age - Released
Posted: Dec 08, 2017, 08:52 pm by RPGWatch

[​IMG]Demons Age has been released - the first Steam reviews are not good:


Demons Age

Demons Age is a classic turn-based roleplaying game that is set in the world of Moragon, where a horde of Demons is wreaking havoc. It's up to you to travel the land with your companions and unveil the secrets behind the mysterious event that has taken over the Kingdom.

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From Software - Teaser Trailer
Posted: Dec 08, 2017, 02:43 pm by RPGWatch

[​IMG]At the recent Game Awards, From Software released a teaser trailer for a new game.


Here is a tiny glimpse into our new project.

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Cosmic Star Heroine - Review @HardcoreGaming101
Posted: Dec 08, 2017, 02:43 pm by RPGWatch

[​IMG]Cosmic Star Heroine has been reviewed at Hardcore Gaming 101.


Developed by Zeboyd Games, the same team behind JRPG-styled indie games like Cthullu Saves the World and the later Penny Arcade: On The Rainslick Precipice of Darkness games, Cosmic Star Heroine tells the story of Alissa L'Salle, a notorious agent of the Agency of Peace and Intelligence (API), an intergalactic anti-terrorist force. The game is heavily inspired by the likes of Phantasy Star (particularly with its sci-fi setting and female protagonist) but also Square SNES RPGs like Chrono Trigger. More than just being one of the many RPG Maker clones on the indie scenes, it also seeks to expand on what a classic JRPG can be like.

Right from the start, Cosmic Star Heroine clearly wants to tell an epic story. The games opens with Alyssa climbing up a building while fighting enemies and busting terrorists to save a city. These scenes set up Alyssa as a hero that will do anything in her power to save people, a notion that will be her driving force right after her second mission, in which she and her friends Dave and Chahn recover old artifacts that have the power of controlling the minds of people. When they arrive back to the API, they discover that one of their superiors wants to use them to control the world. Who can she trust? Only a few friends.


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THQ Nordic - Jagged Alliance leaked
Posted: Dec 08, 2017, 02:43 pm by RPGWatch

[​IMG]DSOGaming reports that both of THQ Nordic's surprises have been leaked with an official website for Jagged Alliance appearing.


It appears that both of THQ Nordic's surprises for this year's The Video Games Awards have been leaked. The official website for Jagged Alliance pretty much confirms that THQ Nordic will be shortly announcing a new game.


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Wolcen: Lords of Mayhem - Kickstarter Update
Posted: Dec 08, 2017, 02:23 am by RPGWatch

[​IMG]Some Kickstarter news for Wolcen: Lords of Mayhem:


Attributes refactor and new Character Sheet

Hello everyone !

First, I would like to make an IMPORTANT REMINDER FOR OUR KICKSTARTER BACKERS. It came to our attention that some of you didn't receive their mail with their Steam key. If you didn't receive your Steam key, please contact us so we can send it back to you. You can send us a direct message via Kickstarter or send us an email to with your name and email linked to your Kickstarter account. As a reminder, all backers supporting us starting from 9 US$ are eligible for a Steam key.

Now, let's introduce our new features ;)

As you well know, Wolcen allows you to be totally free in the development of your character and doesn't make you chose between predefined classes. We want to keep that philosophy, and expand the interest of every attribute no matter the playstyle you chose.


Since we weren't satisfied with the current way attributes has an effect on stats, we devised a non-linear complex formula that can determine the effect of an attribute on a stat, based on that attribute's value compared to the level of an element. This will allow our players to shape their character's core attributes. We want you to be able to have viable specialized profiles from level 1 (like a crit-based build), explore interesting builds adapted to your playstyle, and allow you a huge buildup of attributes in endgame without blowing damage numbers up.

Attributes were renamed to reflect all their values. For instance, we wanted strength to mean more than "big muscles", so we renamed it Ferocity to reflect more aggressiveness and mightiness. It's easier then to imagine a mage being ferocious or a warrior having a strong willpower.

Here is the list of attributes effects and what they affect:
  • Defense Ability (compared to armor level)
  • Attack Speed (compared to weapon level)
  • Melee Damage (compared to monster level)
  • Critical Hit Damage (compared to monster level)
  • Dodge chance (compared to monster level)
  • Ranged damage (compared to monster level)
  • Critical Hit Chance (compared to monster level)
  • Move speed
  • Spell damage (compared to monster level)
  • Ailment chance (compared to monster level)
  • Health regeneration
  • Spell resistance (compared to monster level)
  • All resistances (compared to monster level)
  • Stamina Regeneration
  • Defense Regeneration
  • Maximum Health
We will provide the details on the formula later should anyone feel interested ;)


The UI for the character sheet has been modified accordingly and expanded to allow players to see exactly what their characters can do. We wanted a character sheet that would present relevant information to the players in their main window and allow them to see the total effect of their attributes without worrying about the formula.

The exhaustive list of stats can be consulted on the side window of the character sheet. We also revamped those, by removing old obsolete stats and adding new relevant ones.

That is all for today, see you next week for our new devblog ! And as always, thank you all for supporting us :)

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Seven - Review @ Windows Central
Posted: Dec 08, 2017, 02:23 am by RPGWatch

[​IMG]Windows Central has reviewed the RPG Seven: The Days Long Gone:


Seven: The Days Long Gone for PC review - An engaging RPG you don't want to miss

Seven: The Days Long Gone is one of the most ambitious role-playing games (RPGs) of 2017, expertly blending Assassin's Creed combat with the isometric perspective of Baldur's Gate.

Choosing to go in blind, I had no idea what to expect with Seven: The Days Long Gone. I theorized that, like most PC RPGs, I would be entering a fantasy world with a traditional class system. Instead, I found a colorful, yet dreary cyberpunk setting that served as the backdrop for an entertaining narrative and dynamic gameplay design. Though it suffers from bugs and finicky artificial intelligence (AI), Seven: The Days Long Gone nevertheless is a great title.



With its interesting plot, unconventional setting, and mixture of physical combat, stealthy assassination, magic, and ranged attack abilities, as well as satisfying interactivity with the open world, Seven: The Days Long Gone is an excellent and ambitious isometric role-playing game you definitely shouldn't miss.

  • Variety of ways to play.
  • Challenging, engaging gameplay.
  • Unique, interesting setting.
  • Dialogue bugs.
  • Enemy AI can occasionally break.
Score: 4.5/5 - Outstanding

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Beyond Good and Evil 2 - First Ship and Crew Update
Posted: Dec 07, 2017, 08:22 pm by RPGWatch

[​IMG]Beyond Good & Evil 2 has an update on ship and crew.


The Beyond Good and Evil 2 development team is hard at work bringing System 3 to life. Hear about what they're working on right now, how it's coming along, and how you can be a part of the creation process by joining the Space Monkey Program.


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