Word reaches me that Slovakian indie team FatBot Studio is working on a steampunk, first-person dungeon delver. The name of the game: Vaporum.
The premise is a little skimpy at present, though I’m sure the developers will plump it up a bit as development continues:
Cast away on a piece of rock in the middle of the ocean next to a gigantic metallic structure, the hero decides to delve into the unknown.
In the meantime, there’s a pre-alpha teaser video out that shows how the game’s mechanics are shaping up. Movement is grid-based and combat is real-time, meaning that this is going to be in the Dungeon Master style:
The game is being developed for Windows and Mac; no release date just yet. For now, you can vote for Vaporum on Steam Greenlight if it’s the sort of thing that tickles your fancy.
Word reaches me that there’s a new indie jRPG on the scene called Crystal Story II. Developed by Emmanuel Salva Cruz, Crystal Story II reportedly features a whole bunch of minigames in addition to its jRPG core.
Crystal Story II is a turn-based RPG that follows the story of a young Dragon on his quest to defeat an evil witch. He must seek allies to aid him on his journey and save the world from the oncoming invasion.
Crystal Story II, like many indie RPGs of the past 10 years, is clearly inspired by the Final Fantasy series. Unlike most of those games, this one isn’t made in RPG Maker, and features entirely original graphics in an anime style. You can see for yourself in the official trailer:
Crystal Story II is available for a piddling $2.99 on Steam for Windows and Mac. You can also pick up a mobile version of the game for Android over on Google Play, priced at $1.99. The original, browser release (which lacks certain quests and mini-games available in the paid versions) is playable for free on Kongregate.
Posted in February 11, 2015 ¬ 11:09 amh.Craig Stern1 Comment »
Word reaches me that there’s a new game out by the name of Chesslike. Developed by Moore Interactive, Chesslike doesn’t qualify as an RPG–it’s a fantasy strategy game, and even then only just barely. The gist is that you progress through a series of dungeons, and both your forces and those of the dungeon inhabitants are chess pieces.
The trailer showcases it well enough:
Chesslike features the following things:
-Pick up swords and shields to upgrade your piece.
-Keys, Locked Doors, Warp tiles, Maps.
-Pawns move and kill in four directions, but will only kill diagonally.
-Level Editor – play everyone’s custom levels!
-Registering will save your progress and allow use of the Level Editor to create new puzzle levels
It’s a cool idea, really, though I found it a lot less compelling than I expected I would. I attribute this to the fact that it features no items or equipment, no persistent characters, not even a storyline. It’s just a series of challenge levels; and not even a series, really, because (at least in the browser version) you can play them in any order. Weirdly, this results in it feeling more like a casual puzzle game than a fantasy strategy title despite the fact that it employs chess boards and chess pieces.
Chesslike is available to play online for free in your browser right here. If you want to play it on your Androidor iPhone, on the other hand, you can purchase it for $1.99.
Posted in February 6, 2015 ¬ 2:51 pmh.Craig Stern1 Comment »
Word reaches me that there’s a new top-down, real-time roguelike-like in town by the name of Sunless Sea, influenced by such titles as Elite and FTL.
Developed by Failbetter Games, Sunless Sea gives you a ship, lets you hire a crew, and sets you off to explore a procedurally generated, pitch-black underground ocean where you must manage your resources to survive:
The Unterzee is a realm of sombre beauty. It is always night – where that light off your starboard bow might be a friendly port or the glowing teeth of a zee-beast. Turn up your lights to see farthest, let them sink low to escape detection… or to become the hunter.
Like everything else in Sunless Sea, light has its cost, and not just in the fuel it takes to power your glim-lamps. If you can see your enemy, they can see you, and you’ll risk leaving yourself adrift at the mercy of the tideless black.
Improve and customise your ship as you prowess on the black waters improves. Begin with a Splinter-Salvo and Evasive Manoeuvres: aspire to the Rarefaction Cannon and the terrifying Unclear Bomb…
And if that isn’t enough to intrigue you, perhaps this launch trailer will change your mind:
Posted in February 3, 2015 ¬ 7:57 pmh.Craig Stern1 Comment »
Nathaniel Ayer writes in to announce Himeko Sutori, a new strategy RPG that he’s developing solo.
Two things promise to make Himeko Sutori really stand out, in my estimation: first, the finished game will have (and I quote) “over 100 unique named units that you can customize, equip, and level-up as you uncover the schemes and betrayals that have thrown the kingdom into civil war.” Whoa. Holy hell is that ever a lot of characters. I mean, I’m on the tail-end of developing a strategy RPG with less than 30 playable characters myself, so you can trust me when I say that the thought of writing one hundred characters is making me hyperventilate just a little.
The other thing that’s interesting to me is that you won’t be fielding these characters individually, but rather in squads with AI governing the behavior of individual characters. Ayer writes:
In combat, each of your individual and unique characters will use his or her special abilities automatically to heal allies, pick off weak enemies, or deal out massive damage to enemy commanders. As you build your squads, you will have to make strategic decisions: Do you make a squad of all archers in order to maximize your ranged damage? Or do you mix in knights and clerics to make the squad more rugged in close combat?
You know what that reminds me of? Square Enix’s The Last Remnant, that’s what! Here’s hoping that Ayer can make that formula work better than Square Enix did.
Ayer states that there’s an exploration mode planned as well:
In exploration mode you’ll be able to wander through city and countryside, talk to NPCs, get quests, buy equipment, hire and promote soldiers, and discover new places. The events in exploration mode can thrust you into combat mode, where you and your AI opponent will take turns moving your armies squad by squad across the battlefield, positioning them for the best tactical advantage.
Although Himeko Sutori is still fairly early in development, Ayer steered me toward this video blog showing combat mode in action:
Himeko Sutori is on Kickstarter right now, where it is seeking a modest $15,000 in funding (though Ayer assures me he’ll stick with it regardless of the outcome). If this game sounds like it’s up your alley, why not kick it a few bucks?
Posted in January 29, 2015 ¬ 12:27 pmh.Craig Stern1 Comment »
Okay, this was actually announced quite a while ago, buuuut I never got around to posting about it, so here we go regardless! Sui Generis is a 3D isometric action RPG that’s been in development by Bare Mettle Entertainment for a few years now.
On a treacherous world with a tortured history the meagre remnants of humanity live in awe of a misconceived past, haunted by forgotten gods and fearful of the very ground they tread. A vast sprawling underworld ever present below their feet, baleful demons lying in wait. Thaumaturges, people with powerful psychic abilities, have abandoned their once benevolent nature turning to cruel and dark activities in their quest for ultimate power. Awoken by impending threats, an abandoned and damaged being gives rise to its ancient weapons who now walk amongst the people again.
The thing that makes Sui Generis stand out–and it really makes it stand out–is its real-time, physics-based combat. There hasn’t been a new video of this uploaded since November 2013, but the pre-alpha gameplay video remains impressive:
(There’s a bonus video showing how the game controls as well.) The developers have written that they want the finished game to be open world, and that they want it to feel as much like a simulation as possible, with everything in the world mutable and reactive.
Despite the rather long time lapse between the last video and today, the developers have kept up with posting updates every few months or so; in October 2014, for instance, they released a playable alpha of a prelude called “Exanima” to their alpha access tier Kickstarter backers. So far as I can tell, it seems that the project remains alive.
As for when this will be released…well, your guess is as good as mine. The prelude was originally scheduled for a full (read: not alpha) release in May 2014, five months before the prelude’s alpha version actually came out. Given the pace of progress, I would not expect this game to be completed any time before 2016.
Sui Generis is planned for Windows, with a Mac port very likely.
Posted in January 27, 2015 ¬ 3:20 pmh.Craig Stern2 Comments »
Word reaches me that there’s a sci-fi first-person dungeon crawler in development by San Diego indie studio Juggernaut Games called Star Crawlers.
Star Crawlers employs a narrative AI that procedurally generates missions and dungeons with enemies, traps, and loot. This reminds me a little bit of the classic 1990 dungeon crawler Captive, though presumably Star Crawlers will not just be generating the same sequence of dungeons every time using the same seed, as Captive did.
Anyway! The premise of Star Crawlers:
[A] massive colony ship, the Stella Marin,…has drifted into your sector on the fringes of space, its colonists and crew mysteriously vanished. You run a crew of freelance adventurers, and you’ll investigate the ship and its strange history as you take on jobs from powerful megacorps all of whom have their own agendas regarding the ship and its secrets.
Star Crawlers is not a Dungeon Master-alike–combat in it is turn-based and employs a time unit system, more like Lords of Xulima by way of X-COM than Legend of Grimrock.
It looks pretty darn nice, frankly–as well it should, given that the game raised over $100,000 on Kickstarter.
Star Crawlers is being developed for Windows, Mac, and Linux. It isn’t clear when it’s releasing just yet, but it’s available for pre-order on the developer’s site for $15;and $25 will get you access to the beta.
Posted in January 26, 2015 ¬ 10:19 amh.Craig Stern4 Comments »
Word reaches me that there’s an isometric 2D wRPG called Balrum in development–not only in development, in fact, but late in development.
The premise: “A maverick ballroom dancer risks his career by performing an unusual routine and sets out to succeed with a new partner.” Oh, wait…that’s the premise of the 1992 Australian comedy Strictly Ballroom. My bad. Here’s the premise of Balrum:
Now that Nasrus revealed his plot, the kings of Balrum sent their armies to the borders of the unknown lands captured by Nasrus. The power of the undead armies had been greatly underestimated. No one survived the battles. Without the armies of the kings, chaos has overcome Balrum. Large bandit clans formed and started to live by their own rules. Soon the kings of Balrum had fallen. Two little village stood up against the new bandit rulers and decided that the only way they will survive is if they hide in the Dark Woods. No one dare enter the Dark Woods and this is what the villagers took advantage of. A horrible deal has been made, but the villagers are safe for now. The undead hordes of Nasrus are still waiting at the borders, but they can march into the heart of Balrum anytime their lord commands and there is no one to stop them. The people wonder why the good gods of Balrum, Adacus and Eogor don’t seem to be interested in the events that took place..
Although exploration of the world of Balrum occurs in real time, the game shifts into turn-based mode for combat. According to the developers, the combat system features both backstab damage and friendly fire.