The Balcony Softworks team has just written in to announce the release of Balrum. Previously covered here last January, Balrum is a 2D, isometric, open-world wRPG with farming and survival mechanics.
Here’s the new narrative premise:
It’s twenty years after your village fled the kingdom and took refuge in Darkwood. You always knew that these woods hold dark secrets but now you start to feel it’s evil on your own skin. Horrible things are happening. You discover fragments of the woods dark history and come to the conclusion that you have to leave your home. You know in your heart that once you step out of the protection of the place where you grown up, nothing will be the same. You have to face a world that’s in chaos. A world without laws. Nevertheless you feel something else too. You feel freedom. A completely new world awaits you to explore it, but the feeling quickly turns into guilt. There are people in Darkwood who are counting on your help. You are their last hope.
Created by a 2-person team from Hungary, Balrum has been in development since 2012. The game has turn-based combat with backstab effects (which I like), though you only control one character during those fights. The game also features stealth, crafting, farming, hunting, a faithful pet, and the ability to build a customized home (which NPCs can reportedly then visit to leave notes or offer quests).
This trailer from December seems to be as close as it gets to a release trailer, so have a look:
Now that the game’s done, here is the official list of features:
Real-Time world with Turn-Based Combat
A huge Open World with dozens of Dungeons to explore
Spend your learning points to create a pure class or a hybrid class
Dozens of Side Quests and an Epic Main Quest
Three separate paths leading to the end
Tame various animals to be your loyal Companion
Deep Crafting System which allows you to create custom items
Day/Night Cycle with Weather Effects
Balrum is available on Steam at a $14.99 price point (though there’s a 10% discount for the next few days). Windows and Mac.
Word reaches me that Overfall (previously covered here), the tactics-lite / roguelike hybrid from Turkish indies Pera Games, has just entered paid beta less than six months after hitting its funding goal on Kickstarter.
The premise remains:
You will lead two heroes on a journey across the high seas in search of their lost king. You will encounter people of all breeds and all creeds; ally with them or crush them without mercy. You will face many dangers; survive them and you may unlock new characters, weapons and skills. In a world where death is permanent, you must return to the beginning and make a fresh start. The heroes you choose, the weapons you unlock and a world that is randomized mean that no two adventures will ever be the same.
When I last posted about Overfall, the developers told me that the “two heroes” refer to your starting characters, and that you will be able to recruit up to 36 people to fight for you (with party size capped at 4 in any given battle).
Here’s a new trailer:
Per the developers, Overfall features:
A huge, dynamic world to explore, ruled by a number of races in constant conflict – it’s up to you to help or betray them
Challenging and addictive turn-based combat – careful strategy and cunning skill combinations are the key to victory against your foes!
Permanent hero death, procedural world generation, and high replay inspired by classic roguelikes
Interactive story encounters where the choices you make and the allies you recruit ensure no two journeys are quite the same
Unlock new classes, weapons, trinkets and skills as you progress in the game
Beautiful hand-drawn art of of 9 player characters, 36 combat companions, 80+ enemies, 80+ NPCs, and 100+ locations
Posted in February 16, 2016 ¬ 3:45 pmh.Craig Stern4 Comments »
Buckle your safety belts and unscrew the caps on your flasks, folks–Back to Back has returned and it’s running at full speed!
Since we last peeked in on the world of indie RPG crowdfunding, ChemCaper, Kim, and Project Resurgence each ended at or above their funding goals, while only Hero’s Song failed. An impressive success rate!
Markus Hanka writes in to announce the release of Hieroglyphika, a graphical roguelike which uses pictograms in lieu of ASCII text or representational graphics.
Hieroglyphika is a roguelike game completely without text but with pictograms.
You get lost in an ancient egyptian pyramid buried deep under the sand of the desert and full of traps and monstrous beings. Decrypt hieroglyphs to learn spells and to understand the magical nature of artifacts.
Hieroglyphika has a striking visual style, though with the exception of the inventory screen, I confess that I don’t find most of the pictograms being used here all that dramatically different from the icons that appear in most modern graphical roguelikes. Watch the release trailer and judge for yourself:
The more pertinent aspect that may set Hieroglyphika apart is the fact that it eschews all text, leaving you to work out the game’s mechanics on your own. I am, I confess, at least a little bit intrigued by this.
You can snag Hieroglyphika for $9.99 on Steam. Windows only.
Word reaches me that the action RPG Crashlands (previously covered here) has now been released! Developed by Butterscotch Shenanigans (creators of Quadropus Rampage), Crashlands is an aRPG with crafting, base-building, creature-taming, and big procedurally generated biomes to explore.
Play as Flux Dabes, a galactic delivery truck driver whose latest shipment gets interrupted by a megalomaniacal alien named “Hewgodooko” who tears her ship to pieces looking for useful tech. Crashlanded on Woanope, you must fight, tame, craft, quest, bossfight, and adventure your way to domination of all the things so that you and JuiceBox, your trusty sidekick/supervisor/robotic cargo palette, can send a message to the Bureau of Shipping and get those packages delivered!
Here’s the launch trailer:
The game’s features include:
Crafting. Make tools and stations to break down the resources of the planet, discover new recipes in the process, and then BUILD ALL THE THINGS as you explore the world. Craftables get ever more elaborate and ridiculous, and include HARVEST BOMBS and LASER LEASHES!
Taming. Not only can you harvest crafting components from creatures, you can also find creature eggs. Take that egg back to your base, give it some time to incubate, and hatch your very own baby death machine.
Exploration. Crashlands consists of three infinitely(ish)-large, procedurally-generated biomes: the Savannah, Bawg, and Tundra. Each has its own cast of creatures, resources, and sentient beings for you to dominate.
Base building. Base-building in Crashlands doesn’t suck. It’s more like finger painting. Just pop open Build Mode, enjoy the soothing muzak, and INSTANTLY build your living quarters!
Mod support. We’re building a BscotchID-powered modding tool that lets you create your own stories, use mutators to change the core mechanics of the game, and generally take what we’ve made and do horrible, wonderful things to it.
Posted in January 25, 2016 ¬ 1:57 pmh.Craig Stern4 Comments »
It’s been a little while since we last peered into the realms of crowdfunding. After going to sleep for the month of December, it’s time to revisit Kickstarter and Indiegogo and see what exciting new indie RPG projects have appeared, questing for our hard-earned money!
But first: of those projects that we looked in on back in late November, let’s see which ones made it. It seems that Blacksea Odyssey, The Dark Unknown: A Quest for Art, Indivisible, and Trabel hit their funding goals; while Aderyn’s Cradle, Cycle Of Tyrfing, Dark Flame, The Great Whale Road, Realms of Magic, Seafarers of Oceanus, and Stories Of Eternia did not.
Posted in January 22, 2016 ¬ 10:26 amh.Craig Stern1 Comment »
Word reaches me that Dancing Dragon Games (behind the Deadly Sin series and Skyborn) has come out with a new jRPG called Echoes of Aetheria. (While the game apparently launched in November 2015, it only just came to Steam this past week.)
Billed as a spiritual successor to Skyborn, the narrative premise is as follows:
Two nations finally achieve peace, marked by a momentous royal wedding. But just as they seal it with a kiss, a group of soldiers sabotage the wedding and kidnap the bride! Follow the story of Lucian, Ingrid, and Soha, as they uncover the secrets of the conspiracy and expose the true villains!
Here’s the trailer:
I’ve been impressed by this studio’s design instincts for a while now, and the combat system in this latest outing looks promising to me. (It’s hard to go wrong with a grid and an isometric, Breath-of-Fire aesthetic.)
Red Hook Studios writes in to announce the release of Darkest Dungeon, a side-scrolling, party-based dungeon-delver with a striking graphical style, personality trait mechanics, and a sanity meter for each of your party members.
Darkest Dungeon is a challenging gothic RPG about the stresses of dungeon crawling. You will lead a band of heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable foes, but famine, disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?
Darkest Dungeon is not a game where every hero wins the day with shiny armor and a smile. It is a game about hard trade-offs, nearly certain demise, and heroic acts.
Rather than rattle off a rote list of features, I’m going to quote a paragraph explaining the most significant feature of this game:
Characters’ stress levels respond dynamically to virtually every occurrence in the dungeon, both positive and negative. Coming across a rotting corpse may unnerve your Highwayman, or may fuel your Crusader’s determination. If the pressures of their circumstances become too overwhelming, their resolve is broken, and they will become afflicted with a myriad of psychological conditions ranging from paranoia, panic, greed, or even sadism. Afflicted party members will act out in a variety of ways that impact the play experience during combat, exploration, camping, and even in town. And like weary soldiers who have seen too much, your heroes will develop permanent quirks and emotional baggage based on their experiences.
Darkest Dungeon has been out on Steam Early Access since last February, where it has garnered critical acclaim (and some pretty significant sales figures, if the volume of positive user reviews is any indication). The final release has been outfitted with a proper endgame, a New Game+ mode, secret treasure rooms, unique equippable trinkets for defeating champion bosses, and an overall rebalancing of skills and trinkets.
Darkest Dungeon is out on Steam for Windows and Mac; you can nab it there for $24.99 (with 20% off this week). Darkest Dungeon is planned to come to Linux, Playstation 4, and Playstation Vita at some point as well.