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Starfield - Update 1.11.36

Posted on May 16, 2024 07:02 by RPGWatch

[​IMG]Starfield update 1.11.36:

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Starfield's latest update is here and it's bringing several new features with it!
  • Improved surface maps - We've heard your feedback, and we've made some big improvements to surface maps, so you'll always know just where to go and no longer "get lost" on the way to your parents' place (and they weren't buying that excuse anyway, you should really go visit them).
  • New gameplay options - For those of you who like a bit of an extra challenge or want to make some aspects of the game easier, you can customize your experience with brand new options in the Settings menu. Want to make ground combat harder but ship combat easier? You can do just that!
  • Added Ship Decoration mode to the interior of Ships - now you can decorate your ships just like you can with Outposts!
  • Added Tabs to Container menus to make managing your inventory easier.
  • Added the ability to change Traits and appearance after entering the Unity.
  • Added Dialogue camera toggle in the Settings.
  • Added Display settings for Xbox Series X to prioritize Visuals or Performance, adjust Frame Rate Target, and toggle VSync (Series X).
That's just the tip of the iceberg. Read on for a full list of fixes and improvements!

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Cyber Knights: Flashpoint - Update #84

Posted on May 16, 2024 07:02 by RPGWatch

[​IMG]A new update for Cyber Knights: Flashpoint:

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Update #84: Cap Rising

Raised level cap to 25, +2 new Power Level 3 Armor options, improved Soldier's Blast Radius, improved Simstream Trainer

Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!

A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.

Level Cap Rises
With Update #84 and the big expansion of the safehouse, it is the right time to lift the level cap to 25. You'll gain an additional +1 Level Point per level. The next cap raise will include additional Talent Limit allowance.

For those players who have been grinding past the current cap, you will find that your XP is kept and used. You may suddenly find your mercs are Level 22 or even Level 25 if you've played out enough missions. Enjoy the new points!

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Dark Envoy - Patch 1.4

Posted on May 16, 2024 01:02 by RPGWatch

[​IMG]Patch 1.4 for Dark Envoy:

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Director's Cut is Live! The letter to our community.

Patch 1.4, also known as Dark Envoy Director's Cut, is available now along with the new trailer!

Dear Community, Players, Warriors, Sorcerers

We want to share an enormous thank you! We're releasing Dark Envoy: Director's Cut using each and every comment, report, and piece of feedback you've shared with us over the last six months.

Summary of most important Changes:
  • Less shy about connections with Tower of Time universe, new main meta level voiced narration
  • Major narrative changes, reworked main cutscenes, some VO reworked, creating a completely different experience, especially during the first few hours of the game.
  • Balancing, polishing then reworking again, then repeating the process
  • Improved Jaan map and unique boss items
  • further optimization and QoL improvements
And we fixed one major sinister memory leak bug that made us all so miserable!

Instead of pushing the marketing for Dark Envoy, we gave this game 6 months of pure love and improvements. We're still not done, but want to share this news with you.

If you've enjoyed your time with Dark Envoy, please leave us a review and share your thoughts with your fellow players! Tell your friends, sister, neighbor and maybe a hamster or two; HELP OUR LITTLE INDIE STUDIO COMPETE FOR VISIBILITY in this harsh AAA market.

Here is our Socially Awkward Zero Budget Launch Trailer:


Brutally honest one, but dire straits tend to create the best anecdotes.

The Director's Cut update is coming, along with a 40% off Steam Daily Deal starting from Wednesday, May 15th, 2024, which will last for a week.

It was thanks to your immense support and belief in out team that we've managed to complete this enhanced version. We deeply appreciate your ongoing collaboration with us on this world that we love so dearly. We are committed to making this game as perfect as it can be.

Great THANK YOU from all 13 of us!

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Songs of Conquest - Release Date: May 20

Posted on May 16, 2024 01:02 by RPGWatch

[​IMG]The strategy RPG Songs of Conquest will be released on May 20:

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Farewell Early Access!

Two productive years are soon behind us...

Greetings Wielders,

In less than a week, the long-awaited release of Songs of Conquest will be upon us, and we couldn't be more thrilled. It's hard to believe that nearly two years have passed since we first embarked on this journey together, releasing our project into Early Access. And oh, what a journey it has been!

We consider ourselves incredibly lucky to have had the opportunity to spend this time in Early Access with you all. Together, we've forged an amazing Community, achieved a "very positive" rating on Steam, and delivered an average of one update per month - ranging from small tweaks to major updates.

But let's delve into the details a bit. What are some of the things we have accomplished during these past two years?

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Valheim - Patch 0.218.15 - Ashlands

Posted on May 16, 2024 01:02 by RPGWatch

[​IMG]A new patch for Valheim:

[​IMG]

Patch 0.218.15 - Ashlands

The world is heating up and in the south something is stirring... The creatures of the Ashlands come to life as the biome update is here at last!

After three weeks in the Public Test Branch, we believe we have ironed out most of the wrinkles with the update already, but please keep in mind that hotfixes and such are still likely to happen within the near future! Feedback and bugs are best sent in via the support page on our website.

Before you dive into the game, please do take a look at our preparation guide. This guide touches important matters such as world generation and mods.

You will find the abbreviated patch notes further down, and the detailed patch notes (full of spoilers) below those. Please respect those who don't want to see spoilers before they play.

If you have missed out on our gameplay trailer, it's available on our YouTube channel, but right now we want to get your blood pumping with this animated release trailer!


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Rogue Trader - Steam Workshop Update

Posted on May 16, 2024 01:02 by RPGWatch

[​IMG]An update for Rogue Trader's Steam Workshop:

[​IMG]

An update on Steam Workshop

Lord Captains!

We have important news regarding mods - unfortunately, we've rolled out the Steam Workshop support feature a bit too early, before all legal issues connected to it were fully settled. For now, we will have to take additional time and temporarily shut it down until everything is fully resolved on the legal side of things. We currently do not know how long it will take, but we will do our best to get this feature up and running again as soon as possible. Stay tuned for further updates.

We thank you a lot for understanding, and apologize for the inconvenience caused.

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Zodiac Legion - Dev Diary

Posted on May 16, 2024 01:02 by RPGWatch

[​IMG]A new dev diary for Zodiac Legion:

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Dev Diary - Level Construction Process

Greetings and salutations, friends!

We're hard at work on our procedural map generation system, and as we get nearer to having its fully functional first iteration, we figured we could give you a little glimpse behind the scenes and show what the entire process looks like. I'm Maciej, the level designer/loremaster on Zodiac Legion, and here's my approach to this part of the game.

The whole thing begins with a pencil and paper. I try to think of an arrangement that either feels interesting to me or which we don't yet have in the game, and then I draw it, keeping in mind the level design constraints and a few gameplay considerations. At this stage, my thinking is only: "is this layout a good point of departure?", and not "what will this map be?"

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ALZARA Radiant Echoes - Announced

Posted on May 15, 2024 19:02 by RPGWatch

[​IMG]The J-RPG ALZARA Radiant Echoes has been announced:

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ALZARA Radiant Echoes

A VIBRANT TRIBUTE TO THE GOLDEN AGE OF JRPGs

Take control of four heroes as you embark on an epic journey inspired by classic JRPGs across the stunning world of ALZARA.


HARNESS THE ELEMENTS
Harness the elemental magic of Kayla and her allies to battle the invading forces of Vedores. Share the magic to overcome puzzles and obstacles during your adventure.

INTENSE & STRATEGIC TURN-BASED BATTLES
Swap between heroes to combine elemental magic and unleash spectacular attacks. Make offerings to gain favors and summon Legends to defeat your enemies.

A MATURE, RELATABLE STORY
Restore Peace to the vibrant world of ALZARA, where the mysterious elemental entities known as Zals answer to humans' prayers. Lead the Resistance against the merciless invasion orchestrated by the neighboring nation of Vedores.

A COLLABORATION WITH JAPANESE ARTISTS
We are honored to partner with two esteemed Japanese artists for this project. Renowned composer Motoi Sakuraba, celebrated for his contributions to iconic titles like Golden Sun and Dark Souls, joins us alongside main character designer Yoshiro Ambe, recognized for his remarkable work on games such as Trials of Mana and Fire Emblem Heroes.

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Eiyuden Chronicle: Hundred Heroes - Info for Backers

Posted on May 15, 2024 19:02 by RPGWatch

[​IMG]Some info for backers of Eiyuden Chronicle: Hundred Heroes.

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Marvel's Midnight Suns - Card-Based Combat

Posted on May 15, 2024 19:02 by RPGWatch

[​IMG]Game Developer talked with Jake Solomon about the combat system of Marvel's Midnight Suns:

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Marvel's Midnight Suns director worries the card-based combat kept players away

Did a complex card system keep Marvel's Midnight Suns from being a hit?

At a Glance
  • Firaxis' tactical role-playing game Marvel's Midnight Suns won praise from critics, but stumbled in sales.
  • Midsummer Studios co-founder Jake Solomon admits the card-based combat system may have deterred players from trying the game.
Firaxis Games' 2022 game Marvel's Midnight Suns won praise from critics and dedicated players for its crunchy in-depth strategy (and surprisingly robust narrative design), but the quality of its gameplay wasn't enough to drive sales. Take-Two CEO Strauss Zelnick told Bloomberg in 2023 that the game wasn't living up to expectations, saying at the time that the game's December release window may not have been "perfect."

But if there's anyone who has reason to do a postmortem on Midnight Suns, it's Midsummer Studios cofounder Jake Solomon. Solomon, who departed Firaxis in 2023 after the game released, was the brain behind the game's card-based combat system.

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Diablo 4 - Loot Reborn Update

Posted on May 15, 2024 19:02 by RPGWatch

[​IMG]Mortismal Gaming checked out the Diablo 4 Loot Reborn Update:

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Diablo 4 - Loot Reborn Update



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Timothy Cain - New IP Idea

Posted on May 15, 2024 19:02 by RPGWatch

[​IMG]Tim comes up with a weird IP idea:

[​IMG]

Another New IP Idea



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Umbra - The Last Summoner - Preview

Posted on May 15, 2024 00:53 by RPGWatch

[​IMG]The Turn Based Lovers checked out Umbra - The Last Summoner:

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CALL UPON 60 HEROES IN TURN-BASED RPG UMBRA THE LAST SUMMONER - OVERVIEW

Set for release in Q3 2024 on PC, Umbra - The Last Summoner is an adventure RPG crafted by EpiRPG, where players assume the role of the realm's only summoner. This unique position charges them with the task of halting a demon invasion that threatens the mystical world of Umbra.

To fight this menace, players must strategically summon and command a diverse group of 60 heroes, each endowed with distinct abilities, to participate in intricate, turn-based combat against a legion of more than 160 demons and monsters.

The game unfolds across 15 expansive areas, rich with opportunities for exploration, combat, and narrative progression. Players will encounter over 100 side quests and face colossal boss fights, enhancing their summoner's powers with soul energy gained from victories and discoveries. The sophisticated battle mechanics emphasize strategic management of action points and leverage elemental strengths and weaknesses to tilt skirmishes in the player's favor.

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RPG General News - Fire Emblem-style Strategy RPG by...

Posted on May 14, 2024 18:52 by RPGWatch

[​IMG]An announcement for a strategy RPG on Gamesradar:

[​IMG]

Helldivers 2 veterans are making a Fire Emblem-style strategy RPG complete with "horny" romance thanks to Baldur's Gate 3 and Hades 2

A group of Helldivers 2 veterans has spun off into another company to make a "narrative heavy" strategy RPG like Fire Emblem, complete with romance because one developer wants "the game to be horny."

Talking to Inverse, former Helldivers 2 lead writer Russ Nickel talks about the inspirations that informed his approach to the popular co-op shooter, D&D, and more. As the interview comes to a close, the chat shifts to what's next for the former Arrowhead Game Studios staffer.

"We just decided to spin off into our own company and we're making a tactics strategy RPG like Fire Emblem," Nickel says. "But it's very narrative-heavy, so Fire Emblem if it were published by Annapurna. So a deeply indie, emotionally poignant tactics game, that's also of course very funny with character-based comedy."

Nickel goes on to say that the idea is that the medium reflects the narrative and vice versa. While Helldivers 2 does "a really good job of that," the team is considering what that looks like for a tactical RPG.

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Sacred Fire - Spring Update

Posted on May 14, 2024 18:52 by RPGWatch

[​IMG]The spring update for Sacred Fire:

[​IMG]

Spring Update

Act 3 testing and its impact on 1.0 release

Hello everyone,

Welcome to the latest update from the trenches of solo development.

First things first - the testing of what'll be available of Act 3 will start at the end of spring, meaning by the end of June. Those waiting for the full release, will then have to wait a little bit longer, as the feedback and amount of bugs in the testing build will determine the 1.0 release date.

While our last update was marked by the joy of writing out the story to its full potential, the increased scope meant spending more resources on localization and voice-over, putting increased pressure on the development. It's thanks to my publishing partner's flexibility and my determination that we tackled all the hurdles and can now bring you the good news of the game moving towards the finish line in an uncompromised state.

I understand the wait is long, both for players who've experienced the game recently, and for those who've been waiting for a conclusion to the story for a long time. That, however, is the road we went down ever since releasing the first public demo - of expanding the scenes with more player choice and NPC reactions based on your feedback. With Act 3, we wanted to avoid the common ailment of games in this genre - diminishing player choices, unanswered plot threads and patch-on endings.

Instead we tried to create many satisfying moments for many different playthroughs, addressing truly rare game states.

So, we want to thank you. Thank you for your feedback, your support, and your patience over the years! It's thanks to you that Sacred Fire could grow into what'll hopefully end up being a satisfying choice-driven experience for all of you.

P.S.: Oh, and yes, for those kindhearted players out there, don't worry, we've heard you: there will be an option for non-lethal attacks to stop the dogs in Act 1 as well.

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