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Showing posts with label Dark Fantasy. Show all posts
Showing posts with label Dark Fantasy. Show all posts

Hellslave II: Judgement of the Archon Releasing in Q3 This Year!

Montpellier, France – April 27, 2026 | French independent developer Ars Goetia and publisher Dear Villagers are proud to announce that dark fantasy dungeon crawler HellSlave II: Judgement of the Archon will be releasing in Q3 2026 for PC via Steam.


Solo developer Baptiste Miny (Ars Goetia) fueled this new installment in the series with all the feedback received on the first title and delved deeper into the handcrafted Demon World he gave life to with HellSlave. This new opus offers a darker, more immersive, open, and ambitious experience.
“HellSlave II is the result of listening to the players while trying to surprise them and offer them even more than they could expect.”
- Baptiste Miny, solo developer.
Thousands of years of demonic warfare have torn the world to shreds. Six demon lords, locked in an endless war, have brought ruin to all. Tired of this infernal chaos, the heavens have unleashed the Archon of Judgment, an unstoppable force set to destroy everything. 

Players will choose between six classes to create their character, from spectral assassin to plague-bearing mage to fight off demons. New Demonic Powers will also be granted to players due to the corruption from Demon Lords, introducing new skills and multiplying character customization opportunities. Mixing and matching skills and powers from the flexible talent trees will prove essential in the battle to save humanity.


Players will also travel through an immersive top-down overworld, and explore dungeons, ruined villages and sanctuaries to do quests, gather loot and uncover lore and secrets. Combat remains a core feature in HellSlave II, and the classic Turn-Based HellSlave combat system is featured in this entry as well, and includes improvements and new mechanics, while still taking time into account for each action to balance aggression and survival.

Follow Dear Villagers on social media:


Follow Ars Goetia on social media:


About Ars Goetia

Ars Goetia explores and narrates tales of the dark atmosphere lingering in the Demon World. The studio has shaped and designed stories and experiences from this twisted universe, such as Blind Prophet – Blood of the Apostle and Hellslave which were both praised for their art direction. Ars Goetia is a solo endeavor founded by Baptiste Miny and is now on the path of its next tale: HellSlave II: Judgement of the Archon, set to release in 2026.

About Dear Villagers

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games.


Article by: Susan N.


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Not A Cat Studios Announces New Visual Novel 'Starcult Night: Twisted Age'

Aarhus, Denmark – 16 of April, 2026  | Indie developer Not A Cat Studios has announced STARCULT. Night: Twisted Age, a dark fantasy visual novel with romance set in a mysterious world on the brink of catastrophe. Players use the emotion palette to read the true emotions and intentions of others, influence relationships, and uncover the truth behind the brutal murder of the protagonist’s husband.


The story is told by Silviya, a lady from the noble House Nebula who married its young head, Hans, as part of a deal. The game begins with his murder by an unknown monster shortly after the wedding party. She calls for a detective to investigate the crime. But one question remains: who is the real monster?

"The central theme of STARCULT. Night: Twisted Age is how human emotions influence relationships—how people express them, how they interpret them, and how they use them (whether accidentally or intentionally).

We decided to present this in an interactive way by adding an Emotion Palette, which players will use as a unique tool for interacting with the game world," says Liliia Sitailo, the artist and CEO of Not A Cat Studios.

At the center of the experience is the Emotion Palette, a gameplay system that allows players to read the true emotions and intentions of others and shape how interactions unfold. The system offers a wide range of choices that influence relationships, outcomes, and the direction of the story. The game also features an Emotion Frenzy system, where choosing not to spend emotion leads to Silviya going insane, unlocking an alternative story route.


Key Features

  • Make meaningful choices that lead to a variety of unique endings, including Detective, Hedonist, Mystic, Nihilist, Ascended, and secret paths
  • Choose a character to form a relationship with: spicy, romantic, toxic, sadistic, codependent, casual, open, or platonic
  • Read the true emotions and intentions of your friends and enemies using the emotion palette, and influence how they respond
  • Create your own cult and choose its purpose

STARCULT. Night: Twisted Age is planned for release on Steam for PC, with additional platforms to be announced. 

Join STARCULT on Discord and follow the studio on X and TikTok.

About NOT A CAT STUDIOS

NOT A CAT STUDIOS is an indie developer driven by a love for things that have a double meaning. As the team puts it, “we love cats, but we also love horror.” This contrast is reflected in their mascot, the tentacle cat, capturing their approach to creating experiences that reveal a deeper, darker meaning the closer you look.

The team creates games they would want to play themselves, combining elements of eldritch horror with vivid, realistic characters and richly developed worlds. Stories unfold gradually with the horror emerging as the full picture becomes clear. With STARCULT, they explore emotions through an artist’s palette and the challenges of empathy in an inherently unequal society.
Article by: Susan N.
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Dread Delusion - Xbox Series X|S Review

Dread Delusion developed by Lovely Hellplace and published by Dread XPXbox Series X|S review by David with a copy provided by the publisher.

Estimated reading time: 8 minutes



Oh how I do love the depth of retro style games we find ourselves inundated with from the independent development scene these days. From pixel art souls-likes to King’s Field clones, and everything between and adjacent. Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

 

Pedro Pascal really is in everything these days


Like some of the most iconic RPGs of our time, you wake up in a cell, with no explanation of your crimes. The state, in this case The Apostolic Union, decided that you were guilty, but that they had a job for you to earn your freedom. So opens Dread Delusion, though I think the visual storytelling of a desiccated corpse in one corner of your cell and piles of unspecified but easily concluded piles of brownish filth in the corners really sells it in this one. You are Prisoner XVII. No name, no face, just a convict in rags sent to capture a renegade holed up in a fortress your side’s army has been failing at taking up ‘til now. You’ll find plenty of dead Inquisitors to demonstrate the depth of the problem too. You’re given this task by your army’s High Confessor, also a criminal of the Union, her crimes resulted in her placement inside a torture device of a mechanical exoskeleton, and she’ll tell you more about it later.

Predictably, your mission results in your failure to stop the woman you’re chasing, but you succeed in capturing their fortress, which you will return to repeatedly throughout the game. Inside this fortress is a bedroom with a save crystal, allowing you to manually save your progress (there are autosaves occasionally), as well as a functional bed, because exhaustion in this game exists and affects everything from your stats to your stamina bar. Not all beds are accessible, so it’s good to take note of where they are, because that fatigue harms everything. At this point, the game will have a tutorial for you on everything but the crafting system, so you’ll be fairly used to the d6 roll that determines lockpick success and been introduced to the secret location system. But if you want to find everything, keep that lore skill up and always look for things that appear askew. If your reticle changes on an object, click it, always. 

 

Death’s Veil might be my favorite alchemy ingredient in fantasy gaming


Touching back on my love for the indie dev environment we find ourselves in these days as gamers, I wanna talk about where this game came from for a minute. Because of the prevalence of mushroom forests and starting out as a prisoner, this game gets a lot of comparisons to Morrowind, but I don’t feel that’s quite a fair comparison. Morrowind was the third game in a beloved RPG series from a major game developer, and the scale of the game as well as how you explore and how much there is to do reflect that. While it’s likely the developers also were Morrowind fans, the game wasn’t made to reflect that particular piece of media, but as an homage to an even older era of gaming. Dread Delusion first came to this world with the demo being a playable part of Haunted PS1 in 2020. We finally saw a full game release on Steam in May 2024, and now we have our console release. I love to see it.

The real mission of the game is to track down former members of the Dark Star Mercenaries, trekking across the Oneiric Isles to find them. Forty years ago, a war against the gods was fought, with communities rising up and killing their patrons after centuries of horrific deals made with these eldritch horrors, exchanging living sacrifices for harvest quality and the like. These communities formed the Apostolic Union, from whose navy split the Dark Star Mercenaries and Vela Callose was branded an enemy. You learn over the course of the game that her goal involves heading to the Underlands for an artifact she believes will fix the world. 

 

Love the long distance views in this game.


The setting is absolutely delicious too. It’s referred to as The Oneiric Isles, a cluster of islands floating far above the surface of a ruined planet, held aloft in their ever shifting positions by a “Neutron Star.” Your first location after taking over Blinding Light is the village of Pwyll, which serves as a sort of gateway to Hallowshire, the only Union affiliated of the three major zones. Corresponding with three of the four former mercenary leaders you need to track down is Jack Basalt, the first of the four, who is waiting for you in The Wobbly Noggin ready to send you after the remaining three: The Emberian, who has been spotted in Hallowshire; Caxton Frost has gone to his homeland in the Clockwork Kingdom; with The Endless Duchess fittingly being found in the Endless Realm.

While Hallowshire is more of what you’ve experienced so far, just at a higher level with the expectation you'll be familiar with the mechanics by then, the other zones are QUITE a different vibe. The Endless Realms are a culture of people who never die even as their flesh rots from their bones. Many in the realms have sealed themselves in tombs to simulate death as they prefer it to the alternative. The Clockwork Kingdom is an automated monarchy with a mad king at the helm, causing a whole different level of chaos as even the weather is affected by its artificial whims.

 

The absolute realism of some of these characters just gets me right in the soul


You can buy property, upgrade it to your tastes, and investigate spooky mysteries while you search for these missing mercenaries. Melee combat as usual is the easiest to get the gist of, but stealth and range are my favorite to approach problems, using magic in a pinch for offense and to make my escape. More than combat will kill you in this game though, as falling off the floating islands is a constant peril. Death is not the end though, as you're snatched from its jaws each time through a mechanic I won't spoil the details of, but finding the respawn points hidden around the map was interesting as I tumbled repeatedly into the abyss after misjudging a jump. You will absolutely miss jumps, especially if you're searching for as many Glimmers of Delusion as you can to level up.


Immortal librarians never forget your late books

Travel is a bit of a slog early in the game but improves. Your walk speed is slow, but sprinting has some decent time to it before your stamina is empty, and the regen rate is pretty solid. As you progress and unlock The Erudite Academy, you'll open up teleportation chambers. You'll find magical portal mirrors and remember where to find them, you'll even eventually get your own airship! And all of those are good, because your ever increasing skills will have you backtracking to explore areas you couldn't open at lower levels, all the way back to Blinding Light at the beginning of the map. There is no map-based fast travel, all of it is in-world and directly experienced. There's barely a map, truth be told, as you have to make it. One of the early quests is from a cartographer you find in a tent on a raised platform, and you'll find these in each zone to turn in completed portions of the maps, but using the map at this point relies on you knowing where you are in relation to landmarks. Once you have a compass, your magical map shows your position on it and tracking your movement becomes that much easier. The playable area isn't small by any means, or at least doesn't feel so with how much there is to do and explore, but its not so big that you'll spend noticeable portions of time just traveling.

 

Immaculate vibes every time we find a key NPC



Dread Delusion is an impeccably flavored multi-course meal for those who appreciate modern RPG depth, retro styles, and simplified gameplay. With memorable characters, well written storylines, a beautifully crafted world, and a rewarding sense of exploration, Dread Delusion has me endlessly hungry for more.


Score: 10 / 10

NOTE: Our author has this to add to his review:

 A big strength for such a small game (2.1 GB on Xbox) is the breadth of choice you have. You don't actually have to engage in combat for the most part, for example, and doing so in the right areas will even alter quest dialog and direction in some instances. There's almost always a way to use your Charm skill to avoid hostilities with a speaking NPC, sometimes even skipping whole sections of the quests altogether. Almost every quest has multiple endings, with many of those affecting the game world and other quest lines. From enthusiastically supporting the Apostatic Union like your tortured Confessor Division superior to a staunch proponent of a return to the Old Ways, or a Vibes Only approach with zero consistency beyond "feels right at the time." Your playthrough will absolutely feel like your playthrough, and the mysteries throughout the game had me already planning a second run before I even finished assembling my crew of Ex-Mercs, much less the rest of the game. 



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Get Blightstone at a New Introductory Price Until February 3rd!

January 8, 2025 – Barcelona, Spain | Unfinished Pixel are happy to share that Blightstone, a dark fantasy tactical roguelite, will be entering Early Access on Steam this January 20 at a price of 12.99 EUR | 15.99 USD with 20% off during the fist two weeks after launch. Blightstone reimagines turn-based strategy with freeform movement, volatile elemental clashes and a time-twisting structure where every run carves a new scar into a dying world.


Players lead a party of heroes and the living crystal that binds their fate. As corruption devours the land, each run becomes a battle against the inevitable - forging new builds through hard won skills and gear while navigating battlefields reshaped by firestorms, frozen currents and crackling lightning. One flawless moment can turn the tide - one misstep can doom the entire run. Survival demands more than strength - it demands mastery, adaptation and the courage to face the darkness.

In the world of the Blightstone you’ll find deep strategy, blended seamlessly with roguelike progression. Your mission? To protect the Earthglass Crystal, and deliver it to the Infernal Rift. Only by doing this will you be able to destroy the demon overlord Korghul, and shatter the Blightstone itself.

Die, die, and die again. Cunning and keen wit (though looking at our options even a solitary spark of wit will have to suffice) are key to saving this realm.

Use the environment to your advantage with objects, enemies and even the weather itself providing strategic opportunities and challenges. Each failure provides invaluable opportunity to learn and collect new skills to help your next adventure.

A Dynamic Battlefield

Enjoy free movement, without grid-based systems, allowing you to move into strategic cover. Just remember, enemies aren’t restricted by grids either, and there’s always an angle.

The Environment Is Yours to Command: Hide in long grass or burn it to stop enemies using it for cover. Gather enemies in water to amplify electric attacks. Use every advantage you can get to shatter the Blightstone.

Harness the Weather to Your Advantage: Dynamic weather will have an impact on Adventurer’s strategies. Dense fog obscures the battlefield, rain will amplify electric attacks and strong winds will affect accuracy. It can bring as many benefits as it does drawbacks, as long as you pay attention.


Recruit your heroes

Find new heroes and companions to help you along your journey. Chose from Brawler, Hunter, Arcanist, Druid and Priest classes, each with their own unique abilities and companions.

Master a vast skillset: Unlock a wide range of active and passive combat skills for our troop of adventurers and for the Earthglass crystal itself. Mater melee, ranged, area of effect and grappling skills, and combine them for heavy-hitting combos.

Status effects that sting: Bleeding, poison, binding, stun or burn, dozens of combat conditions can swing the course of each battle. Just remember it won’t always swing your way!

Blightstone invites players to step into a world on the brink and shape their legend through unrelenting tactical trials.

The corruption is rising. The cycle is breaking. And only those willing to fight - and fail - can hope to bring the darkness to its end

Join us on 20th January and step into the crucible of Blightstone on Steam, available to wishlist here. For those who dare, the available demo is already waiting to test your skill.



Useful Links:


ABOUT UNFINISHED PIXEL

Based in Barcelona, Unfinished Pixel is a passionate indie studio composed of veteran developers who’ve worked on major Ubisoft titles. Blightstone marks their first original IP, one that blends handcrafted 2D visuals with ruthless roguelike strategy.
Article by: Susan N.
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Bye Sweet Carole - PC Review

Bye Sweet Carole by developer Little Sewing Machine and publisher Maximum EntertainmentPC(Steam) review written by Natasha with a copy provided by the publisher.

 
Estimated reading time: 5 minutes 

Dear Readers

It is with great joy that I am here to announce our next review. This sweet, yet disturbingly haunting experience might not be for the weak of heart. Things aren't always what they seem, but if your curiosity pulls you towards the truth, then perhaps there is still some hope for our readers. Now sit back and I hope you'll be here with me till the end.

Your ever loving Reviewer

~

Once Upon A Time

We jump into the world of Bye Sweet Carole, a classic look on a Disney-style tale, with a dash of horror. Our protagonist, Lana, is at an all-girls boarding school called Bunny Hall. A little bit of an introvert, she tends to keep to herself, but she wasn't always this secluded. She used to hang around her dear friend Carole, a smart and daring individual, who has mysteriously gone missing these past few months. However, ever since Carole left, strange things have been going on. A strange rift seems to have opened up and is now merging into Lana's world, bringing forth dark creatures and sticky black tar that seems to be slowly engulfing the land. Scared and confused, Lana does her best to traverse these strange intertwining lands. Will she be able to survive the dark presence that pursues her? And why does all of this seem to involve Carole?


There Was A Batch Of Characters

How can you have a story without a full cast of memorable characters? The inspiration does seem to stem from older Disney-style designs, like Steam Boat Willy, Snow White and The Black Cauldron. Mix that in with a pinch of princesses, bullies, bad guys and talking animals and you have yourself the gracious list below:

Lana Benton

Our main Heroine who is on the look-out for her missing friend Carole. Don't let this damsel fool you. She will stop at nothing to help those in need.


Mr. Kyn

Our main Villain of the story who wants to take over the Kingdom of Corolla and will drown anyone in his dark tar to get what he wants.


Carole Simmons

Lana's best friend who had a strong passion for stories and adventure. She fears nothing and will push to show the world a change for the better.


Mr. Baesie

A tall strange man that appears in times of need to aid Lana. He owns an even stranger power that allows him to be nearly invincible, but only nearly.


Amanda

A sweet girl who just transferred to Bunny Hall, but tends to get tangled up in all that is happening around her.


Vicky

Our residential bully who loves to pick on the weak, like Lana and Amanda. She, and her group of female companions, love to cause trouble.


With Beautiful Colours

If there is one thing I appreciate the most about this game, it is its beauty in the details. The old-school hand drawn animations just bring out the nostalgic feeling of my past childhood. An art form that I hope never dies out. Everything from the expressions on the characters to their movement is seamless. Even the background doesn't lack in details. Every environment definitely sets the tone for the game.

Cunning Strategist

As for the mechanics for the game, it's pretty easy to grasp. Movement is straight forward, moving along a 2D side-scrolling view. There are moments when you'll either have to kick something or climb, or interact with nearby objects. Investigation is key to finding clues and objects you need to proceed. Some will even have you combine them to progress further in the story.

But the most unique ability is the transformation. You'll have to transform in order to squeeze into certain areas. What is it that you turn in to? Well, let's just say you won't be 'jumping' to conclusions in this form.

There is also a tag team swap out mechanic. During certain chapters you'll find that you'll have to control two characters in order to advance the story. The other character will have certain advantages and disadvantages from Lana.

Fighting isn't your goal here, so you will find yourself running from enemies often enough. While running from enemies you can escape them by hiding in select locations. Your screen will tell you how obvious your presence is. Red means run, while yellow means hide. If you're lucky enough to hide away don't forget to hold your breath or you might just be discovered!

And Fixer Uppers

With it's current streak of positives, I do have some negatives to point out. The first and foremost of the issues I had was certain interactive objects becoming unavailable to interact with. This was the most glaring. It would completely stop me in my tracks and cause me to restart from the beginning. The VERY beginning. Which set me back a few hours of gameplay.

Other notable glitches would be loading screens not loading and enemies getting stuck in the environment or my character falling through the floor level.

The final issue that seems to be a bother is the sensitivity of the staircases. There were many moments when I would run from the enemy and somehow get redirected with a staircase. When I want to run forward the game controls will have a different idea of what forward means and somehow end up going up or down.

Now most of these issues can be fixed with a simple update. If they could polish these few inconveniences the game would run a lot smoother.

 

The End

To conclude, Bye Sweet Carole is an intriguing tale of adventure and suspenseful moments. If you're looking for a classic take on 2D animated fairy tale then maybe this lovely game is your calling. I'm happy to give this game the sweetest score of 7.5 out of 10. Now remember: if you see a rift open up in front of you DON'T GO TOWARDS IT! You might just end up in another land... Unless you're into that kind of thing.

~

Dear Reader


Thank you for your utmost patience and ever recurring visits. It brings me great joy to continue this journey of relaying our future plays together. I look forward to our next review.

Your ever loving Reviewer


Score: 7.5 / 10
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Sequel to Dungeon Crawler 'HellSlave II: Judgement of the Archon' Releasing in 2026

Montpellier, France – June 2, 2025 | French independent developer Ars Goetia and publisher Dear Villagers are proud to reveal HellSlave II: Judgement of the Archon. The sequel to the demonic Dungeon Crawler will release in 2026.


After a first successful collaboration with Dear Villagers’ sister branch, PiD Games, solo developer Baptiste Miny (Ars Goetia) wanted to delve deeper into the handcrafted Demon World he has given life to with Hellslave, and to celebrate this announcement, Ars Goetia and Dear Villagers are delighted to share that Hellslave, the first game in the franchise, is free to collect for a limited time on Steam, during Dear Villagers’ Publisher Sale on Steam, starting today, until June 16. The Publisher Sale also features discounts on other great experiences published by Dear Villagers, such as Caravan SandWitch, Fabledom or The Forgotten City.

With the aim of keeping what made the first installment successful, Miny now wishes to offer a more immersive, more open and more ambitious experience.

“I’m thrilled to offer a new HellSlave experience with a deeper, bigger and better designed game.” said Baptiste Miny, solo developer on the game. 
“HellSlave II is the result of listening to the players while trying to surprise them and offer them even more than they could expect.”

In the same way as its predecessor, HellSlave II: Judgement of the Archon will be a dungeon crawler, in which players will have to put an end to the eternal conflict waged by 6 Demon lords. In a demonic twist of fate, demonic powers will await players, but their use will come at a terrible cost as the Heaven has granted a last reprieve to humanity after sending the Archon of Judgement to wipe out the Demon lords and humans alike.

In each of their runs in HellSlave II: Judgement of the Archon, players will have the opportunity to discover a deeper narration, enriched gameplay features, and handcrafted art more detailed than ever, all wrapped in a grim dungeon crawler gameplay experience.

KEY FEATURES

Customize Your Damnation

Start as a Warrior or Sorcerer and specialize in six deadly classes from spectral assassins to plague-bearing mages. Mix and match powers in a flexible talent tree and forge your path through fire and fury.

Turn-Based Combat with a Time Twist

Plan every move carefully with a unique time-based combat system. Each skill takes real-time seconds to execute, forcing you to balance aggression and survival in every brutal fight.



Explore a World on the Brink

Walk inside the map to travel an immersive overworld/underworld and explore cursed dungeons, ruined villages, and sanctuaries. Every location is filled with lore, secrets, and NPCs clinging to the last threads of hope.

Fight or Be Forgotten

Face hordes of monstrous enemies and hellish bosses. Use active powers and passive talents to unleash devastating combos and ride the edge between light and complete corruption.


Follow Dear Villagers on social media:


Follow Ars Goetia on social media

About Ars Goetia

Ars Goetia explores and narrates tales of the dark atmosphere lingering in the Demon World. The studio has shaped and designed stories and experiences from this twisted universe, such as Blind Prophet – Blood of the Apostle and Hellslave which were both praised for their art direction. Ars Goetia is a solo endeavor founded by Baptiste Miny and is now on the path of its next tale: HellSlave II: Judgement of the Archon, set to release in 2026.

About Dear Villagers

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games.
Article by: Susan N.
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King Arthur: Knight's Tale, is coming to consoles in 2024

Budapest, Hungary - November 9, 2023: NeocoreGames is thrilled to announce that its critically-acclaimed dark fantasy role-playing tactical game, King Arthur: Knight's Tale, is coming to consoles in 2024. Fans will be able to immerse themselves in the mystical realm of Avalon from February 22, 2024, when the game launches digitally for PlayStation 5 and Xbox Series X|S.

A unique hybrid between turn-based tactical games and traditional, character-centric RPGs, King Arthur: Knight's Tale is a modern retelling of classic Arthurian mythology filtered through dark fantasy tropes, and presents a compelling twist on the traditional tales of chivalry.

The game originally launched on PC, following a successful Kickstarter campaign in 2020 that earned the game a devoted and passionate fanbase. Since its original PC launch, the game has been lauded by critics, described by RPG Fan as “a top-notch tactical RPG” and “the definitive King Arthur game.”

Console Release Date Announcement Trailer | King Arthur: Knight's Tale

Console features

  • Graphical options: Players can choose between a Quality Mode offering 4K visuals, or a Performance Mode that prioritises framerate.
  • Local PvP: Challenge your friends on the battlefields of Avalon in local multiplayer.
  • Haptic Feedback: PS5 players can get closer to the battlefield than ever before, thanks to haptic feedback support for the DualSense controller.
  • Xbox Achievement and PlayStation Trophy tracking.


Support for this console release will continue long after launch with seasonal content, optional skirmishes, and more features coming at a later date

Set in a dark fantasy world based on the Arthurian myth (and our previous King Arthur strategy games), this Tactical / RPG hybrid begins right after the famous battle of Camlann, with a twist:

You are Sir Mordred, the nemesis of King Arthur, the former black knight of the grim tales. You killed King Arthur, but with his dying breath, he struck you down. You both died – and yet, you both live.

The Lady of the Lake, the ruler of the mystical island of Avalon brought you back to end a true nightmare. She wants you to go on a knightly quest. She wants you to finish what you have begun. Kill King Arthur – or whatever he has become after she took his dying vessel to Avalon.

About King Arthur: Knight's Tale

  •     Your Fights: Control a small team of heroes and fight grueling, but satisfying battles with a deeply engaging, tactical turn-based combat system. Choose from more than 30 heroes across six diverse classes and combine hundreds of skills and artifacts to assemble an efficient team.
  •     Your Heroes: Gather your own Knights of the Round Table and send them on knightly quests. These heroes are the most important resources and the most complex gameplay elements at the same time. But beware! Death is always final! You must manage them at the Round Table accordingly, planning ahead before going into battles. The character progression system is designed to be as deep as in the traditional RPGs: heroes level up on unique skill trees and the complex loot system provides unique options to fine-tune their tactical capabilities. Each hero has a distinctive personality and their loyalty is constantly changing through the decisions made by the player –  in certain cases they can even leave the Round Table and turn against you.
  •     Your Kingdom: See the entirety of Avalon presented on an Adventure Map, observe all the territory, select your missions and explore various places. Management in King Arthur: Knight’s Tale focuses on rebuilding Camelot and expanding the mystical Stronghold with new buildings that each unlock various upgrades, and also offers different ways to heal up and manage the heroes of the Round Table.
  •     Your Legend: Play as Sir Mordred, the former nemesis of King Arthur. Explore the mystical island of Avalon, venture on knightly quests and make decisions in various encounters where you'll need to make moral choices, as in most RPGs, which all have impact on the story and your Morality. The end of the campaign opens up new endgame content for the bravest of all: tough new challenges appear on the map with challenging, mythic boss fights and random quests, loot, and character progression ultimately leading to the banishing of Balor, the monstrous god-king of the Fomorians himself.
  •     Beyond the Legend: Complete more than 50 unique points of interest on the Adventure Map, including 20 story missions and various side quests, taking place on diverse terrains. Journey to dark castle dungeons and the forests of the Sídhe, all built by using photoscanned environments and complemented by high-quality mocap animation, then rendered inside a modern PBR engine utilizing DirectX 12 to support strong, atmospheric effects. Challenge seven enemy factions, fight more than 50 types of enemy units, and overcome ten incredible boss fights throughout your quests.

About NeocoreGames

NeocoreGames is an independent video game development company founded in 2005 with its headquarters located in Budapest, Hungary. Best known for The Incredible Adventures of Van Helsing series and Deathtrap and currently working on Warhammer 40,000: Inquisitor - Martyr and Warhammer 40,000: Inquisitor - Prophecy, the very first Action RPG set in the Warhammer 40,000 universe. NeocoreGames also developed Crusaders: Thy Kingdom Come, The Kings’ Crusade and the King Arthur: The Role-playing Wargame series.

 

Article by: Susan N.

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Watch the Heroic Journey Unfold in Wo Long: Fallen Dynasty’s New Story-driven Trailer!


A Three Kingdoms Conspiracy Intensified by Warlords and Demons!

BURLINGAME, Calif. - January 17, 2023 -  Today, KOEI TECMO America and developer Team NINJA revealed the first story-themed trailer detailing the stunning scenes and skirmishes at the heart of their action-packed dark fantasy, Wo Long: Fallen Dynasty. Team NINJA’s demon-plagued epic will be available March 3, 2023 on Xbox Series X|S, Xbox One, PlayStation®5, PlayStation®4, on PC via Windows and Steam®, and will be available day one with Xbox Game Pass on console and PC.

Wo Long: Fallen Dynasty features a storyline set in the Later Han Dynasty of the Three Kingdoms, with the combat and cut scenes supervised by the game’s Cinematics Director, Kenji Tanigaki, the famed action director of the popular “Rurouni Kenshin” movie series. These powerful action scenes are at the center of KOEI TECMO’s latest trailer, showcasing the game’s dramatic storyline. The original story follows a nameless militia soldier who confronts a conspiracy surrounding a potent elixir with mysterious powers. Along the way, the soldier not only confronts countless demons and monsters, but famous warlords and military masterminds from history, including Liu Bei, Cao Cao, and Sun Jian.


 

In addition to the new trailer, KOEI TECMO also recently revealed that those who purchase either the physical or digital version of Wo Long: Fallen Dynasty by March 16 will receive special “Baihu Armor”, while those who pre-order the game digitally will receive both the early purchase bonus along with the pre-order bonus: “Zhuque Armor”.

A limited-edition SteelBook version of Wo Long: Fallen Dynasty will also be available at launch. The SteelBook Launch Edition includes an exclusive collectible case along with bonus DLC items “Crown of Zhurong” and “Crown of Gonggong”. 

For more information on Wo Long: Fallen Dynasty, visit the official site, Like us on Facebook www.facebook.com/koeitecmous and Follow us on Twitter @WoLongOfficial and @koeitecmoUS.

ABOUT KOEI TECMO AMERICA CORP.

KOEI TECMO AMERICA CORP. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Burlingame, California. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. TECMO is best known for the Dead or Alive®Ninja Gaiden®Tecmo Bowl®, and Fatal Frame® series.

 

 

Article by: Susan N.




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Thy Creature Full PC Release Available Now!


Munich, 15 November 2022 - Publishing Partner NeoBricks today announced its dark fantasy title Thy Creature developed by South Korean independent developer Growing Seeds and MazM is leaving Early Access for its full PC release. Thy Creature is an atmospheric RPG adventure where players must fight their way through a mysterious tower to recover forgotten memories.

Check out the new trailer here:

Shunned and severely wounded, Thy Creature’s titular creature flees a human village looking for refuge. Dreaming of solace, the nameless creature finds an eerie tower where reality is distorted and forgotten memories lurk in the shadows.

Players must journey to the top of the tower, encountering strange beings and puzzles along the way. Featuring stunning dark fantasy visuals, bullet hell gameplay, and an emotive narrative, the atmospheric world of Thy Creature comes to life with each new level climbed in the tower.

Thy Creature Features:

  • Anime-styled graphics which blends detail with gothic horror.

  • Intricate puzzles to solve with unique lore items to collect.

  • A variety of enemies and bosses to battle in high-intensity, fast-paced bullet hell.

  • An atmospheric soundtrack that drives the gameplay.

  • An emotional story revolving around lost memories and forgotten fragments.

Thy Creature is available in full on Steam now for $19.99/ £15.99/ EUR 17.99 (30%off for the full launch) with French and German support incoming in January and a planned Nintendo Switch launch in 2023. Keep up with Growing Seeds Corporation and MazM on their website, Twitter, Facebook, and Youtube.

About Growing Seeds Corporation and MazM

Based in South Korea, Growing Seeds is an independent video game developer dedicated to creating dark indie adventure games. Previously developed games include Jekyll and Hyde, Pechka-Story Adventure Game, and Thy Creature.

About NeoBricks

NeoBricks GmbH is a Global Game Service Partner based in Germany. NeoBricks provides services such as community management, game operation, marketing, and public relations in the gaming industries of Asia, Europe, and America; bringing Asian games to the Western market.



Article by: Susan N.


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Rogue Lords Review


Rogue Lords
by developers Leikir Studio, Cyanide Studio and publisher NaconMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 6 minutes 


Rogue Lords benefits from an interesting premise, great visual design and some cool ideas that might not be wholly original, but also seldom feel derivative. That being said, the need for patience is real as Rogue Lords does demonstrate some of the more frustration qualities of the roguelike genre as well.

The story and overall introduction kick things off wonderfully. I’ve always had a bit of a soft spot for games like Overlord or Dungeons games that cast you in the role of the bad guy, and as the Devil himself? You are the apex villain. The developers have a lot of fun with this premise, sprinkling in well-known horrors such as Dracula, the Headless Horseman, Blood Mary and more as your principle characters.

The narrative revolves around how Van Helsing and his fellow demon hunters drove back the very Devil himself, claiming a great victory and providing a time of peace for mortals. Of course, the Devil is never truly beaten it seems, and he bides his time collecting souls and gathering his strength until… the souls stop coming to him and he has to send his loyal disciples back into the fray to figure out what is happening.

This backdrop is ably supported by game voice acting, colorful animations and period appropriate music as the stage is set in a gothic world from centuries ago. All of this dresses up a game that in many ways resembles other roguelike RPGs, with turn-based combat, procedurally generated maps and an almost certainty that you will die on many of your attempted runs through the game.

Some of the more unique aspects include how characters have health and spirit points – and while in many RPG’s something like ‘spirit points’ would be seen as a mana bar for casting spells, here it is viewed a second sort of health bar. In combat, the objective is to lower your opponent’s health or spirit to zero, at which point they are down – but not out – of the battle. You need to get one more killing blow in at that point, or risk that character rallying and still causing trouble.

Each run begins with you picking a trio of characters and then set out on the map where you have branching paths that sort of let you plot your path. You will have battles, lightweight roleplay interactions where you talk with / terrorize citizens, find nodes that let you replenish your resources a bit and more. The various ways you can advance progression on any given run are varied and interesting, from improving skills, boosting stats, building / acquiring artifacts and more.

By and large gameplay is what you would expect. Conversations are just option-oriented. When you start combat you choose what kind of attack you make, which yields different boons when you are done. Combat is a turn-based affair where you use skills that burn up action points that limit how many activities your characters can perform in a given turn. All three of your characters have their health and spirit bars as mentioned above, but unlike your opponents – they don’t die initially. Instead they draw off of a pool of demonic power that you have in your reserve. Not only does this serve as a sort of back-up life pool, but it plays into another feature as well.

This one really interesting feature that felt completely fresh to me was the ‘Devil Mode’, which is a sort of glorified cheat mode. The way it is handled is wildly amusing as you can use it to boost your odds on a conversation event to changing combat parameters in unnatural ways. For example, I had an early encounter where my characters found corpses and they could extract a small amount of energy for them, or with a 20% success rate, craft a powerful artifact from the corpse’s heart.

Or… employ this Devil Mode and you can jack that percentage to a 100% value if you want – at the cost of your demonic power reserves. Or in combat, you can do things like manipulate hit or spirit points, or steal a character’s negative debuff and swap it with an opponent’s active boon and suddenly you’ve flipped the script and turned a weakness into a strength. Thematically speaking, this is a fun feature that plays right into the notion that the devil doesn’t play by the rules.

Admittedly, early on I was incredibly conservative in my use of this ability, and made my adventure harder than necessary – at least initially. I then found a pretty good balance in managing that demonic power resource and how to leverage the Devil Mode options effectively. That becomes part of Rogue Lords’ difficulty curve. However, some of where Rogue Lords fell down for me was later in the game. I just felt like a lot of my progression did not carry over quite as much as I would have liked, and this made subsequent runs harder to the point of not just frustrating, but also kind of… boring.

The reason for this, is because counting stats become quite large, and gameplay is less about attacking and more about buffs and debuffs, turning what were five minute battles earlier in the game into sometimes twenty minute slogs. That is probably my biggest issue with Rogue Lords – that the pacing began to bog down for me and that ‘one more encounter’ kind of gameplay hook that was so addicting in the game’s earlier hours, became more of a ‘more of this again?’ kind of vibe at times. This did not happen all of the time, but it occurred just often enough for me to be notable.

Summary

Rogue Lords is a solid overall RPG roguelike with an interesting theme and a really cool mechanic in its Devil Mode. These things help to separate Rogue Lords from the pack, but unfortunately some uneven difficulty spikes and combat’s pacing slowing down in later runs takes a bit of the shine off the game’s longevity. It’s still worth playing until that happens.

Score: 7.5 / 10

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Disciples: Liberation - PS5 Review


Disciples: Liberation
by developer Frima Studio and publisher Kalypso MediaSony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated reading time: 5 minutes


Disciples: Liberation is the latest entry in the long-running series and has thankfully made its way onto consoles as well as PC (check out Pierre-Yves' preview). It is the type of strategy / RPG hybrid that I find it incredibly easy to sink oodles of hours into, and thankfully Disciples: Liberation makes that an enjoyable experience for multiple reasons.

The story starts off in rather typical fashion, following our heroine Avyanna from her relatively nondescript beginnings to becoming the focal character in a dark fantasy story that touches on a variety of different themes. Those familiar with the prior Disciples games will recognize some names mentioned here and there, but this is a standalone title simply set in that world. However, the beginning was a little rough for me, as I’m not a seasoned veteran of the series and the early focus was on the characters and less the world building. There’s always that fine line to straddle between too much exposition and helping new players not to be confused, and admittedly during the first few hours I fell mostly into the latter category.

It helps however, that the characters are interesting and I like that this is not a linear game. Your choices do have an impact on the story and your related characters, and that greatly helps the replay value here. Interacting with your companions can impact romantic storylines as well as unlocking new abilities. It makes investing in the characters worthwhile both form a narrative standpoint as well as a gameplay one.

Speaking of the gameplay, it's an interesting mix of elements. Exploration is handled in real-time, where you come across some light puzzle elements here and there (throw this switch to open that gate, those kinds of things), encountering roaming patrols and so on as you seek out your quest endpoint. Combat is a turn-based affair, on a hex grid where you have to spend action points to move around and issue attack commands.

Sometimes there are elements on the battlefield that do things like heal characters, but mostly the focus is on baiting enemies into terrible positioning. Avyanna’s best friend Orion is key to this during the early stages as she assumes the role of tank to draw people in, while he is a rogue who can go invisible and get behind an unsuspecting opponent. Once you have an enemy pinched, you can deal much more effective damage.

Early on these battles are pretty challenging, and as you get new characters with different abilities than you’re used to, there is a bit of a learning curve to be had there as well. Given the turn-based nature of the tactical combat, the pacing of the game can be quite slow. Thankfully as your group becomes stronger, if you encounter easier battles there is an insta-win Conquer option that I was grateful for. As you gain more characters and once Avyanna starts to grow in power (except for her, each character only uses one piece of equipment. She can be fully decked out though as well as learning spells), the battles become more manageable. One of the areas of focus with Avyanna is her skill trees, which there are three flavors of. That leads to trying to decide between heavily specializing or being a jack of all trades.

One of the other aspects of progression that I really enjoyed is the city of Ylliana. You discover blueprints along the way and start to harvest from several different types of resources. Just like the storyline and developing Avyanna, Ylliana can also be grown in a variety of different ways. These will impact the types of troops you can recruit and your ranking within different factions can impact their efficacy. The four legions are the undead, the damned, the empire and the elves. Similar to Avyanna, you can choose to be specialized or broad, leaving you to decide between stronger units of one type or more variety to handle a wider range of challenges.

In terms of the presentation, the visuals are solid if not always spectacular. In typical fantasy fashion, you have some attractive character portraits and some notable landscapes along the way. The musical score is fitting if not the most memorable I have ever heard, but the songs compliment the sound effects and visual nicely and create a convincing package. I often found the characters more interesting than the world. I’m not sure if that’s necessarily the writing – which was adequate but seldom struck me as great – or just my inexperience with the series. 

Summary

Disciples: Liberation is a very enjoyable fantasy game that mixes turn-based combat with real-time exploration and a smidge of simulation / city-building. It can be a risk trying to balance these different elements, but kudos to the development team for striking a satisfactory balance. I really enjoyed my time with this game and it is pretty easy to sink a few dozen or so hours into it. Fans of strategy / RPG titles will find a lot to like here and should definitely give Disciples: Liberation a look.

Score: 8 / 10

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Age of Darkness: Final Stand - PC Preview


Age of Darkness: Final Stand
by developer PlaySide and publisher Team17PC preview written by Pierre-Yves with a copy provided by the publisher.


Having just been released into Early Access, PlaySide's Age of Darkness: Final Stand is a real time strategy (RTS) with a single goal. Survival. Starting off with nothing more than a home base, an RPG like hero and a couple standard units, the clock immediately starts to tick down to your destruction against a horde of incoming Nightmares.

Set as a single player experience, the moment that you start the race is on. Deceptive at first with some bright sunny landscapes and a quite serene area that your forces call home, your base is in the literal middle of the map and it is surrounded by nightmares. Always just outside of your field of vision in the fog of war, you can send out your hero unit to start leveling up and clear out the way for things that you're going to need to build and keep safe.

For anyone who's played an RTS, you should feel right at home. You have your home base and you have your supply chains. Simplifying things a little bit, most of the resource gathering is handled by the output setup instead of having to build units to go and gather the resources. Lumber mills, farms and quaries need to be set up around the resources that you wish to gather and then your townsfolk will handle the rest. As long as you have enough of them to handle the work of course.

With the incoming darkness, nothing is easy. To get more townsfolk you’ll need to build houses. To build houses, you’ll need wood. To get wood, you’ll need townsfolk. To get more townsfolk, you’ll need food. To get more food you’ll need to build a farm. To build a farm… you get it. It’s a vicious cycle and it’s one that may take a few rounds to get right and even then, it’ll still be the luck of the draw to see what kind of environment that you start off in. Is it wide open and the trees are far from the base? Are there any ore deposits close by? How’s the land for food gathering? Each of these small things compound and when you constantly see the clock ticking down from day to night, you really need to get a move on and learn how to get set up fast.

So with the above all in mind, there’s a bit of a false sense of security as nightmares really just mill around in the sunlight before becoming a bit more aggressive at night. Here I was thinking to myself, that’s not bad, I can handle this, I just need to build a wall, research how to make giant light sources to help see better at night and set up a few archers in the towers and have the foot soldiers head out if needed. Easy. I wish. So with the giant catch-22 above, there’s also the added element that more people need more food and more housing but those people are what you need to train soldiers. So on top of resource management to keep upgrading and building defenses, you also have to worry about making sure you can train more troops as once the clock hits “zero”, the true nightmare known as the Death Night begins.

I was not prepared for my first horde. At all. I had a few walls in place, I was still trying to figure out the best way to place things in my base, hell, I didn’t even have extra fighting units. I probably should have run the tutorial. That said I survived somehow but seeing what was out there? There’s a reason that they are called Nightmares. Going through a few day and night cycles to start building up your base and training troops, you’ll soon get a warning that a crystal is unstable which thankfully tells you about where it is on the map allowing you to bolster defenses in the direction of that area. Ticking down to zero though, once that crystal breaks all hell is let loose and those few milling Nightmares in the fields become a true horde with a single purpose, your destruction.

If the sheer amount of numbers coming down and crashing against your defenses wasn’t enough, and it’s terrifying just how many enemies can be showcased on the screen at a time, you also have to deal with a debuff of sorts. Having first been hit with a malicious Price of Loyalty, my military unit upkeep was increased by 2 gold per unit which in the beginning isn’t so bad, but as time would move on it could have been much worse later on. If you survive though, this curse disappears and you can choose a blessing to help yourself out. 10% chance for units to do double damage, all new buildings cost 15% less resources or seeing a crystal a day earlier to give yourself even more time to plan. Each type of blessing is worth reading through and some will be more useful than others but being able to have a blessing instead of just stacking on the curses was nice.

From here, things quiet down a bit until the next Death Night and you go about doing it all over again. You keep gathering resources, keep adding to your military, keep expanding your borders and pushing forward and it’s exhilarating as you don’t know if you’re even going to survive the next night. That’s what makes Age of Darkness so damned good. It’s a hardcore survival real time strategy that will truly test you over time and whether or not you survive is entirely up to you. You can’t blame the system or the AI for being “broken”, you can only blame yourself for not properly using the time that you had properly, not building a proper defensive perimeter, not building backups to fall back to.

It’s a learning experience and there’s still more to come. Currently only one hero unit is available with another coming in the next future as well as higher difficulty modes and while there may be some small things that I would like to see done, for the most part I wouldn’t change what I’ve had the chance to sit down to. It all comes down to meticulous planning on a ticking death clock and you have to decide just how pretty your base is going to look or how functional it can be as things like lumber mills and farms cannot have overlaps in the areas that they are using to gather resources. This can make it quite hard at times but I enjoyed that it added to the challenge set out in front of me.

Finally, one thing that took me a few sessions to notice, and I’m certain it will change, but I loved that by opening up Age of Darkness, I was already at the main menu. Ready to go. There were no loading screens, no pre-credits, no splash screens, just the main menu ready to go. I think a lot of people could potentially learn from this and have the credits listed close by and such but it was refreshing to just click and go.

Summary

While just having kicked off its Early Access, PlaySide's Age of Darkness: Final Stand is a brilliantly designed hardcore real time strategy survival experience. From building your base to trying to hold off the incoming hordes crashing against your walls, those looking for a challenge need look no further and fans of real time strategies will find plenty to love here.

Score: N/A

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