The Kickstarter for The Wayward Realms will start in May:
A Vision Becoming Reality
A spirtual successor to the Elder Scrolls II: Daggerfall, The Wayward Realms, a medieval fantasy roleplaying game led by industry veterans Ted Peterson & Julian Lefay, that aims to bring the "old-school" design philosophies of Classic RPGs together with the latest technology and quality of life improvements, courtesy of Unreal Engine 5.
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SKALD: Against the Black Priory - Versions Overview
A versions overview for the retro RPG SKALD: Against the Black Priory:
Project Update: Versions and Pricing Overview
Greetings one and all!
Below is a short summary of pricing and versions for Skald once it launches on May 30th. Note that changes may occur before launch.
Also, see the end of the devlog for some info about the incredible people who made our live-action trailer for us!
PRICING AND PLATFORMS Skald: Against the Black Priory will launch on Steam and GOG (be sure to wishlist today on your store of choice).
The game will be available for PC and Mac upon launch.
The Standard version of the game will be priced around 15 USD and the Deluxe version will be priced at around 25 USD.
DELUXE EDITION CONTENT
We intend to offer a Deluxe edition of the game that will provide you with a bundle of extra content giving you the option of having a slightly different game experience mechanically speaking. It also comes with the OST and a good handful of cosmetic items.
The Deluxe edition will contain the following items (amongst others):
The Base Game
A pack of extra character portraits
Unique Dice animations
3 extra character backgrounds to choose from during character creation.
Malachai, the Magical items merchant: A vendor that is available from the mid game and onward that sells a handful of unique magical items.
Two wallpapers from the game
The OST with 38 (!) tracks
We're constantly looking into more cool stuff to add into the Deluxe edition whilst still making sure it does not detract from the main game. The idea is that it should be a value-packed way of supporting the developer (which buying the deluxe edition greatly does).
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Gamepressure reports that Kingdom Come: Deliverance II will be similar to its predecessor:
Kingdom Come 2 Set to Be More 'Dark and Serious.' However, Devs Assure Style Continuity from Original
Kingdom Come: Deliverance 2 will be better, more serious, and darker than the first installment of the series, but the Warhorse Studio is talking about evolution rather than revolution.
Despite a slight spoiler, fans of Kingdom Come: Deliverance still enthusiastically embraced the official announcement of the sequel to this medieval RPG. Especially since the devs of KCD 2 shared lots of information about the project.
Tobias Stolz-Zwilling of Warhorse Studios spoke with us twice: the first time before the game was officially revealed, and the second time, just after the presentation. During both interviews, the Czech revealed a little more about the second Kingdom Come: Deliverance.
Better and more, but without revolution
As is typical for a sequel, the second installment is meant to be "larger and superior to its predecessor," but the devs don't want to change anything by force.
When it comes to a "twice as big" game world (which will consist of two maps), the matter is simple. However, when it comes to other elements, the developers prefer evolution over revolution. The combat will be made somewhat easier and will include new weapons such as firearms and throwing weapons. However, this won't turn KCD into a shooter, especially since this first category of weapons will be quite primitive and - if handled improperly - dangerous to use. The system will continue to offer a significant level of complexity for those who wish to fully understand it.
The same applies to the story, which is to be more "deep, dark, and more serious," but still not without the humor known from the first part. As the civil war in Bohemia escalates, Henry will once again find himself caught in the midst of the conflict, attempting to balance good intentions with the need to use ethically questionable methods.
However, all of this will be interspersed with funny or less serious situations. Suffice it to say that Henry's allies will include some truly "peculiar" individuals. The well-known and beloved Hans Capon returns in the sequel, just as rebellious as in the first installment.
Friends, we have finally decided on the exact date of the game's early access release.
It is September 30, 2024, and there will be no more postponements!
It took us longer than we originally planned to add a lot of improvements and innovations to the game.
It's been a few months and we want to share an update on the game's development.
New demo this summer
Work continues on high level third rank heroes
Expanded on ship bays upgrade system
New weapons and equipment are introduced
Implemented game mechanics - wave attack
Support drones
New special effects have been implemented
Questionnaire
New demo this summer
This summer we will offer you to play the new demo version of the game, so you can evaluate for yourself the work we have done and the improvements we have implemented in the game.
In the demo you will be able to see:
Improved character animation
New Combat Effects
Completely redesigned talent trees
New skill description and hint system
Improved loot system
New types of weapons and armor
Ship Bay upgrade system
In addition, the demo will be wider, and you will be able to advance your heroes to level 10 if you wish.
The Turn Based Lovers checked out the upcoming tactical RPG Sword of Convallaria:
SWORD OF CONVALLARIA - A WORTHY RELATIVE OF FINAL FANTASY TACTICS? - PREVIEW
Sword of Convallaria is a tactical RPG and mercenary company manager with a self-described NeoPixel art style. Its combat is reminiscent of games such as Final Fantasy Tactics and Fire Emblem and aims to have a multi-pathed path story with a wide roster of heroes able to be recruited and summoned on the battlefield, alongside engaging squad-based skirmishes. But how well does the Sword of Convallaria achieve this?
So Sword of Convallaria is what's called a gacha summoner. You get units by pulling summons using in-game and, often, real-world currency and a gacha summoner; one of the big points is how the game pushes you into spending money on rolls for your units, heroes, or waifus, or whatever it is you would like to call them. Since this is just a demo build, I will not be going into the market or costs except for a bit later in the campaign portion of this preview later on.
[...]
Overall, I had a great time with Sword of Convallaria, and I'm interested to see where the story goes from here, as well as the alternate timelines the game advertises with its branching story paths. It seems many of the summoning mechanics are for the Fates Journey and leave the story mode Spirals of Destiny alone for the most part, meaning a decent story with engaging management mechanics in a fantastic art style for free, perhaps. It's hard to say how monetization will go at launch, but I have high hopes that Sword of Convallaria will be the next free-to-play game you try out.
The tactical RPG Passageway of the Ancients is in the last phase of development:
Passageway of the Ancients: Behind the Curtain #2
We are pleased to report significant progress on major enhancements to Passageway of the Ancients as we ready it for launch. In our previous post, we were at the five-yard line in terms of putting finishing touches on the game. Now we feel we are at the two-yard line, with strong forward momentum!
When we last posted, our primary focus was creating the game's real-time special/particle effects. For example, we were creating a visual cue that indicates when weapons, armor, and shields receive a stat enhancement or elemental magic bonuses. We have successfully achieved these special effects goals and believe they will significantly enhance the game.
We have also upgraded the comparative inventory feature. You can now compare weapons and armor across all party members at the same time, allowing for a more streamlined approach when equipping your characters. New keyboard shortcuts, an updated right-click menu, and quicker methods to sell items in shops also make overall inventory interaction even easier.
The UI has also been significantly improved. We adjusted several aspects for balance and clarity, such as optimizing and consolidating the character window and redesigning travel menus. We also overhauled the combat options window to give players more detail and granular control over spell casting. The quest log has been revised to make it easier for players to track their progress and view helpful quest information.
The new real-time special/particle effects, inventory feature, and UI upgrades have been added to the current Steam demo. Please check it out and tell us what you think!
Sure, this polishing phase has slightly delayed the release of Passageway of the Ancients, but we felt it was a worthwhile endeavor. As stated in our previous post, we are committed to quality in all aspects of the game - from the storyline and graphics to (of course!) the gameplay.
Thank you for your interest in the world of Aieryon. We greatly appreciate it and will continue to update you on our progress towards launch.
From the creative minds behind Persona 3, 4, and 5 comes Metaphor: ReFantazio, a unique fantasy world, where your protagonist will journey alongside his fairy companion, Gallica, to lift the curse from the kingdom's lost prince. Control your destiny, face your fears and awaken magical "Archetype" powers that lie dormant in your heart. By awakening to an "Archetype," you will unlock the power to channel and combine the abilities of unique job classes. Strengthen your bonds and build your party to take down powerful foes and discover the kingdom's true nature.
Key Features:
-Go on quests, dungeon dive, & hunt for treasures by day. Strengthen relationships, build bonds, & increase virtues by night. Choose your actions wisely, time management is key to achieving your goal.
-Ride your "gauntlet runner" to faraway dungeons & towns across an expansive world. Discover beautiful landscapes accompanied by captivating music, immersive UI, & anime cutscenes.
-A unique battle system combining turn based & real time action grants strategy & exhilaration at every turn. Party customization through "Archetypes" provides freedom to personalize your adventure.
-A mysterious & exciting story unfolds in a world where people must fight their own anxiety. Join the high-stakes Royal Tournament that promises hours of captivating exploration and discovery.
Player Experience Driven Development for Archmage Rises
Last week veteran game designer Mark (GoW:Ragnarök, God of War 2018, Guitar Hero, Skylanders) laid out for the team how and why we are tackling development in a new play experience way.
Eiyuden Chronicle: Hundred Heroes - Official Launch Trailer
Eiyuden Chronicle: Hundred Heroes is designed to bring players a modern take on a classic JRPG experience. Get ready to lead 100+ playable characters through a war-torn world only you can save.
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