The most affordable offer for NZ gamers - visit Casino Deps and gamble with NZ$1 only.
British customers can play slots and other gambling games for only 5 pounds at MinimumDeposits UK (the best source of low-budget offers).
RTP % of slot games, payout rates and speed of casino sites - all this information you can find at FastestPayout.co.uk, a portal created for UK players.
If you are in Japan and looking for recommended online casinos, check
Online Casino Osusume
for high quality gambling sites!
Baldur's Gate 3 performed even better in 2024 than it did in 2023 with an even bigger boost of daily users, and it started this year off with over 120,000 players. It is unbelievable how well this traditional cRPG is doing when even Larian Studios worried that it would get lost under the shadow of Starfield.
It shows no signs of slowing down, and there's one more patch yet to be released. There's no doubt in my mind that this is a game we'll still be talking about years from now, finally taking Skyrim's crown.
Make sure to find out more about playing at the top online casinos, video slots, and betting sites offered at inkedin, and how users can bet safely and securely!
Patch 0.4.09 and some details about future updates!
Happy new year, dear adventurers!
Today we released a new update for Dustgrave, fixing several issues reported in the last days. Thank you for the many reports you sent, they helped us a lot when tracking those bugs!
We also started working on new features that we plan to deliver before the end of the month. In particular, we are adding new events to the world's simulation to make the continent feel more alive, with a map filled with NPC parties and a clear UI to keep track of what's happening around the world!
We are also working on adding new dynamic quests and some Quality-Of-Life features, following all the feedback we gathered since the release.
Don't worry, we will keep you updated! We will soon be able to share some screenshots to show you how these new features will look like!
We're happy to announce the release of our game's prologue - Lords of Ravage: Dread Knights! Embark on a grand adventure as the mighty and villainous Berold, a Lord of Ravage, and bend the world to your will by commanding an army of followers and crushing heroes in spectacular turn-based battles.
The prologue will tell of the events that take place before the main plot starts. Get ready to dive into a grim realm full of perils and dangerous magic. Even though this prelude offers only a small portion of the content planned for the full release, it'll help you get acquainted with our upcoming title's gameplay and general atmosphere.
Stepping into the prologue, you can expect to find:
the story of one of the Lords of Ravage - Berold, wanting to bend the kingdoms to his will and searching for an artifact that could alter the fate of the entire world;
a whole region to explore with 20 unique locations full of secrets to uncover, opponents to vanquish, and valuable resources to exploit;
9 minions from the Dark Alliance and Mercenary Guild factions, each with their own skills and, of course, weaknesses;
17 powerful Decrees to help control your army and gain an advantage on the battlefield;
10 Relics - rare and powerful items that can give your army special bonuses and instill fear into the heart of your enemies;
15 foe types with unique mechanics that require an individual approach, turning every battle into a real challenge to overcome.
We await your feedback on our social media and Steam Discussions - come and share your sinister thoughts!
RPG Site interviewed Josh Sawyer, studio design director at Obsidian:
"I want to make more games. I don't know how many more I got in me." - Josh Sawyer on Pentiment's second anniversary, and what's next
[...]
RPG Site: So for those who don't know you, can you tell us a little bit about yourself and what you do at Obsidian Entertainment right now?
Josh Sawyer: My name is Josh Sawyer. I'm studio design director at Obsidian. I'm also a game director. I've been in the industry for 25 years. I started at Black Isle Studios in 1999. I worked briefly at Midway San Diego, but for the last 19 years I've been at Obsidian. Notably, I've directed Fallout New Vegas, Pillars of Eternity I and II, and Pentiment.
RPG Site: So what exactly does a studio design director do?
Josh Sawyer: That's a good question. It varies. At Obsidian, it's an advisory position, so I don't really tell people what to do, although I do tell them what I think they should do.
So I will look at the projects and talk to either individual designers or the director about specific design features or directions.
Anything from system design to narrative to UI/interface, things like that, and I give feedback. I also asked them questions like what are you trying to accomplish with this? What is your intended audience? How do you think they're going to react to this? But it is their choice what to do with my advice. So it's largely an advisory position which is why I'm able to also direct games. Because it's not a full time job really.
RPG Site: In the past you mentioned how after Pillars of Eternity II you kind of were in burnout for a long time and you needed a break. I want to know what a day in your life looks like right now, and how it differs from just after Pillars II shipped when you were in that burnout phase.
Josh Sawyer: So in the post Deadfire phase, I was not doing a lot of direct work. I wasn't doing any direct work really, so I was focusing more on playing. You know there were DLCs for Deadfire that were being developed with Brandon Adler as the director of those. The Outer Worlds was in development at that time, so I was playing those games and getting a lot of feedback on them. But I really wasn't in a mental position to come up with new ideas for games or much less do work on them or direct anything. That's not the case now. So I am, you know, like I'm helping on Avowed. I am in an advisory role still, but I did a little bit of writing on Avowed. I've helped out with some system design and things like that.
Basically, wherever they needed help. I am doing more hands-on work there and then just thinking and talking about ideas for future projects.
Game Rant reports that Borderland 4 isn't fully open world despite being seamless:
Borderlands 4's Open-World Clarification Is Good News, But There's Still One Concern
Summary
Borderlands 4's seamless design implies a large map, necessitating a focus on quality over quantity for content.
The series is known for repetitive fetch quests, so Borderlands 4 must avoid bloat and meaningless content.
The game's quests should deepen storytelling, offer character-specific narratives, and multiple outcomes based on player choices.
Something that open-world games generally fall prey to is the concept of quantity over quality, and this isn't necessarily due to the size of these worlds but their design. An open world can be massive and still be executed well by prioritizing player discovery and storytelling over mere quantity of content. Unfortunately, the temptation to fill an expansive open world with enough content to justify its size often overcomes the design philosophy of these games, resulting in a bloated, boring experience overall, with content that could be described as "filler" at best. Fortunately, it has been confirmed that Borderlands 4 isn't fully open world, despite being "seamless", according to Gearbox.
I'm here, at my desk, with Unity open to Archmage Rises.
The first thing I did was make sure it still compiles and runs so I can work on it.
It does.
From Nov 19 to Dec 31, I still kept having meetings with the potential investor/publisher and he and I both hoped that the money would come before year end, but it didn't.
We're moving forward on the game regardless.
Power of Two
Some good news: I don't have to do it alone! Michel and I have come to an arrangement where he will work full time (4 days a week) programming on Archmage. Michel has been working on Archmage since 2019, he brings a wealth of experience having worked on most of the major systems.
Where to begin?
It's been a while since I worked on the game. Of all the things we could work on, where to begin?
"A journey of a thousand miles begins with a single step"
The first goal is to do something tangible: for you, for me.
I think putting out a small update in a short but reasonable amount of time, like about a month, will help build momentum. So that's the goal.
But what?
In my consulting/contracting work I've been advising the client about game loops and how important it is to answer "why am I doing this?" every 5 seconds, minute, 10 minute, and 30 minutes. Uh... advice I need to apply to my own game!
Miyamoto famously said, "Just walking around needs to be fun". (Fun is better translated "engaging" or "interesting"). So if we rephrase as "Just walking around needs to be interesting" and pull in the famous Sid Meier quote "A game is a series of interesting choices", I think we might be onto something.
Map Events
I have to confess something: I've never liked the way the game plays at the map level. The exploration, resource gathering, the tracks, tracks, and more tracks... It just never felt right.
Good news is our senior designer Mark already came up with a new design to make map exploration way more interesting with Map Events.
What's a Map Event?
Campsite Event, Resource Event, Traveler Event, Lair Event, Quest Event, Monster Patrols, etc.
We were in the middle of implementing the first prototype of it.
After some discussion with Michel (and Mark), we think this is the best place to start. Michel was halfway through making some tooling for the feature prototype:
The Turn Based Lovers checked out the card based roguelike Graphite:
Graphite: A Unique Pencil-Drawn Roguelite RPG With a Deep Timeline-Based Combat system
A few days ago, I had the pleasure of trying out a fascinating roguelite RPG featuring an engaging and deep combat system. In this game, our pencil-drawn characters must strategically manage the timeline to succeed in battles. The title is Graphite, developed by the Colombian indie studio Estraiti and below are some details about it.
Let's start by saying that Graphite is set across two interconnected realms: a fantasy world brimming with rich lore and a contemporary school environment where the game unfolds. Characters are whimsical pencil-drawn stick figures, while everyday objects serve as stand-ins for monsters and treasures, adding a playful touch to its design.
Weapons in MENACE: Stats, Strategy, and Firepower.
Happy New Year everyone! In the first Dev Diary of 2025, we will give an overview of weapon types and weapon stats in MENACE, as these are key elements of how the game plays and what the player has to consider when making his decisions before and during the battle.
Squad Weapons and Special Weapons
In MENACE, there are two fundamentally different types of weapons: "squad weapons" and "special weapons."
Equipping a squad weapon will outfit each individual element of a squad with a copy of this weapon. Supply costs are multiplied accordingly, making a bigger squad more expensive to equip. Squad weapons are regular infantry small arms ranging from shotguns and submachine guns over assault rifles to battle rifles and the like.
As the name suggests, special weapons fulfill more specialized roles upon equipping a special weapon; a single element of the squad exchanges its squad weapon for that special weapon.
Special weapons are generally speaking more cumbersome, specialized, and powerful than squad weapons. Examples would range from rocket launchers over mortars and machine guns to sniper rifles. Oftentimes, a squad will have to deploy and be stationary in order to use heavy weapons.
Are you ready to get the best no deposit bonus? Just take a step into Japanese online casino .com and you will have the great opportunity of your dreams with zero risk!
Sorcerer's
Place is a project run entirely by fans and for fans. Maintaining
Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!
Has Sorcerer's Place been useful? If you'd like to show your appreciation
for our hard work on the site, and help us pay the bills the site generates
every month, please consider helping support SP.
Thank you!