Oddworld Inhabitants and Microids sign a co-publishing dealfor the physical version of the highly anticipated Oddworld:Soulstorm!
Sydney, AU, August 18th 2020 – Following their partnership to bring the games Oddworld: Stranger’s Wrath, Oddworld: Munch’s Oddysee and Oddworld:New ‘n’ Tasty! to Nintendo Switch, the French publisher Microids and the independent storytellers and game makers at Oddworld Inhabitants are delighted to announce the signing of a co-publishing deal for the physical version of Oddworld: Soulstorm.
Oddworld: Soulstorm is the true sequel to Oddworld: New ‘n’ Tasty (Abe’s Oddysee) and the second game in a quintology that will tells the evolutionary story of Abe, a once mindless Mudokon slave who transforms into a reluctant hero and may even become a symbol for change that could spark a revolutionist movement.
The stakes are bigger, the action is badder, and it will only get more difficult for Abe as the ruling class made up of powerful, corrupt, and wealthy Glukkons will not allow change to happen, at least not without a fight.
Oddworld: Soulstorm is a PlayStation®5 (PS5) System, PlayStation®4 (PS4) System timed exclusive. The PC version will launch simultaneously on Epic Games Store.
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Oddworld Inhabitants is an independent video game developer and publisher, co-founded by special effects and animation industries veterans Sherry McKenna and Lorne Lanning. The Oddworld award winning team of storytellers and artists is renowned creating created fun, story-driven entertainment adventures with underlying philosophical dilemmas that are relevant to our complicated world and its societal views as well as the human condition and its dilemmas.
Firaxis has shared a new video highlighting upcoming changes, adjustments and additions coming to Civilization® VI in the August game update, which is scheduled to go live on Thursday, August 27.
In addition to balance and update changes, each game update includes a new feature such as a scenario, game mode or customization. This month’s update includes the Natural Wonder Picker, Tech and Civic Shuffle Mode and changes based on player feedback.
The Natural Wonder Picker enables players to manually select which of Civilization VI’s natural wonders will randomly generate on the map.* This is a great feature for players to discover some wonders that they may not have seen before or exclude some that they dislike, giving players even greater control over how they want to play the game.
The Tech and Civic Shuffle Mode adds a new wrinkle to how players can progress their civilizations forward. In this mode, positions and identities of each Tech and Civic are hidden while prerequisites and costs are randomized. The benefits of completing Techs and Civics are the same – for example, researching Mining will always unlock mining improvements – and the randomized tree is the same for all players. This results in a fair and level playing field for everyone and introduces an element of discovery and randomization, rewarding those who can react and adjust quickly.
Following player feedback, some new adjustments are making their way to Civilization VI. This includes changes to forest and jungle fires, which will burn longer before changing to a burnt-out state, as well as tweaks to Government Plaza effects. Full details will be available in patch notes that release alongside the update on Aug. 27.
The August game update is one of many free updates that are a part of the overall content roadmap for Civilization VI, available to anyone who owns the game.
Firaxis Games is a 2K studio. 2K is a wholly owned publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).
*The base version of Civilization VI comes with 12 Natural Wonders, with additional Natural Wonders tied to the Rise and Fall expansion (7), Gathering Storm expansion (7), DLC Packs (5) and the Maya & Gran Colombia Pack (3). Players will only be able to pick and choose Natural Wonders that they have access to.
Apex Legends Season 6 – Boosted launches tomorrow with the boisterous new Legend, Rampart, the all-new Crafting system, the energy weapon aptly named The Volt SMG, a brand-new Battle Pass filled with exclusive content, and much more. Hammond Industries continues to take over World’s Edge in Season 6 with new pathways, rocket launch sites, Blast Walls, and more.
In case you missed it, Respawn also released a trailer that highlights Ramya “Rampart” Parekh’s unique abilities which prove that offense is really the best defense. The Outlands best modder can hold down her squad with the following abilities:
Modded Loader (Passive) – Increased magazine/heat capacity and faster reloads/recharge when using LMGs and the minigun
Amped Cover (Tactical) – Build a crouch-cover wall which deploys a full-cover ampex wall that blocks incoming shots and amps outgoing shots
Emplaced Minigun “Sheila” (Ultimate) – Place a mounted machine gun with high ammo capacity, but long reload time, that anyone can use
Seasons 6’s Battle Pass will feature new and exclusive content for players, including skins, music packs, loading screens, charms, new skydiving emotes and Holo-sprays to leave one’s mark in the arena like never before. Get a glimpse into Season 6’s Battle Pass offerings in the latest trailer via YouTube here.
To get a deep dive into Season 6 from the team at Respawn Entertainment tune into thelive Devstream today at 1:00pm PT on the Official Apex Legends YouTube channel here. The Apex Legends development will discuss key insights into all the features being added to the game of tomorrow’s launch.
Jump into the action tomorrow when Apex Legends Season 6 — Boosted launches on PlayStation 4, Xbox One and PC. Checkout the game’s official Twitter, Instagram, YouTube pages or visit www.playapex.com for the latest updates on everything Apex Legends.
LG AUDIO AND TV PRODUCTS WIN BIG AT 2020 EISA AWARDS
LG innovative Home Entertainment products take home prestigious awards, led by the company’s ninth straight OLED TV win
SEOUL, Aug. 17, 2020 — LG Electronics (LG) continues the company’s long history of success at the EISA Awards with four LG home entertainment products honoured for superior performance, outstanding design and maximum usability this year in their respective categories. Organised by the Expert Imaging and Sound Association (EISA), the world’s largest consumer electronics editorial organisation, recognition at this year’s competition went to LG OLED TV (model OLED65GX), LG NanoCell TV (model 75NANO99), LG sound bar (model SN8YG) and LG XBOOM Go portable speaker (model PL7).
The LG Gallery TV (OLED65GX) was named EISA BEST PREMIUM OLED TV 2020-2021, making this the ninth consecutive year that an LG OLED TV has won an award in the Home Theatre Display & Video Category. This model is an illustration of refinement and leverages the capabilities of the LG OLED display technology “self-lit” pixels that deliver state-of-the-art picture quality in an ultra-thin form factor.
With the premium picture quality that OLED is renowned for, enhanced by the company’s AI Picture Pro processing technology, the 65-inch Gallery TV delivers stunning 4K content with a 120Hz refresh rate and advanced HDMI features such as auto low latency mode (ALLM), enhanced audio return channel (eARC) and variable refresh rate (VRR). Equally adept at delivering a premium viewing experience for both movies and games, the LG Gallery TV features Dolby Vision and LG webOS, bringing cinematic visuals and an intuitive viewer experience at home.
LG NanoCell TV (75NANO99) was awarded the EISA 8K TV 2020-2021 title for its real 8K resolution and accurate colour reproduction. LG NanoCell display technology, Full Array Local Dimming (FALD), and the company’s third-generation α (Alpha) 9 AI processor combine to deliver pure colours, vivid contrast and depth in addition to a wide viewing angle. Thanks to the company’s powerful AI processor and the latest HDMI connectivity, the LG NanoCell TV can seamlessly process 8K content at 60 frame per second.
On the audio front, LG sound bar (SN8RG) and LG XBOOM Go (PL 7) portable speaker have won the EISA SOUNDBAR 2020-2021 andEISA MOBILE SPEAKER 2020-2021 awards, respectively. Developed in collaboration with Meridian Audio, the British authority on the science of sound, these products produce rich, premium sound for a truly authentic listening experience.
“Our investments in design, picture technologies and partnerships with industry leaders such as Meridian Audio allow us to offer consumers lifestyle options that have never existed before,” said Park Hyoung-sei, president of LG Home Entertainment Company. “So receiving recognition from such knowledgeable experts gives us confidence that we are on the right track when it comes to pushing the envelope of home entertainment.”
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About LG Electronics Home Entertainment Company
The LG Home Entertainment Company is an industry leader in televisions and audio-video systems. The company is a globally recognized innovator for its leadership in OLED TVs which is revolutionizing the premium TV category. LG is committed to improving customers’ lives with innovative home entertainment products led by award-winning OLED TVs and NanoCell TVs featuring artificial intelligence and sound solutions developed in partnership with Meridian Audio. For more news on LG, go to www.LGnewsroom.com
TOM CLANCY’S RAINBOW SIX® SIEGE UNVEILS OPERATION SHADOW LEGACY
Sam Fisher is coming to Tom Clancy’s Rainbow Six Siege
SYDNEY, AUSTRALIA — August 17th, 2020 — Today, Ubisoft announced the full details of the third season of Tom Clancy’s Rainbow Six® Siege Year 5: Operation Shadow Legacy. This new Operation introduces Sam ‘Zero’ Fisher from the Splinter Cell series as a new playable Operator, in addition to an entirely reworked Chalet map and additional gameplay features.
In Operation Shadow Legacy, players will be able to rediscover Sam Fisher as an Attacker named Zero, equipped with a new gadget, the Argus Launcher, a two-way drill camera. The cameras are launched to pierce soft or reinforced walls, windows, and hatches or stick to any surface. Once viewing the camera, the Attacker can rotate the camera’s vision to see the other side of the wall. Each camera is equipped with one lazer charge, usable to deal damages to Defenders or destroy gadgets. Sam Fisher is also coming with his unique weapon the SC3000K & melee weapon: the Karambit.
In addition to Sam Fisher, players will be able to explore a reimagined Chalet map, which has been newly reworked. The team has improved the first and the second floors, and the roof is now traversable, among other features. Objectives have been the main focus of this rework, with a hallway added to improve rotation in the Basement, and the Trophy site has been switched for a new one in Dining.
Alongside this new season, Ubisoft unveiled that Tom Clancy’s Rainbow Six Siege will be available to play for free from August 27th to September 4th, depending on the platform. Interested players can join the more than 60 million players in the Rainbow Six Siege community across all platforms, including immediate access to all maps, modes, and 20 legacy Operators.
Ahead of this free week, Ubisoft also announced the launch of SquadFinder, a mobile and desktop web application designed to help players match with teammates according to their language, playstyle, and overall game habits. SquadFinder is now available at http://rainbow6.com/squadfinder.
Additional game updates include the following:
Ping 2.0
Map Ban
New secondary gadget: the Hard Breach Charge
New Optics and Sights Colors
New Reinforcement Pool
The Test Server for Operation Shadow Legacy will go live on August 18th. The Test Server is an alternative version of Tom Clancy’s Rainbow Six Siege, allowing players to test upcoming gameplay features that will make their way into the main game itself. Since this is a testing environment, a consistent gameplay experience is not guaranteed on the Test Server. Players are invited to submit the issues they encounter on the Test Server on the R6 Fix platform: https://r6fix.ubi.com/ . The Test Server is exclusive to Windows PC.
Alongside a thriving professional esports scene and a community of over 60 million registered players, Tom Clancy’s Rainbow Six Siege puts players in the middle of a fast-paced, ever-evolving multiplayer experience grounded in the selection of unique Operators. Using the right mix of tactics and destruction, Rainbow Six teams engage their enemies in sieges, where both sides have exclusive skills and gadgets at their disposal. Defenders prepare by transforming the environments around them into modern strongholds, while attackers use recon drones to gain intel for carefully planning their assault. With access to dozens of Operators inspired by real world counter-intelligence agents from around the globe, players can choose exactly how they want to approach each challenge they encounter. Through the constant addition of new Operators and maps that add to the depth of both strategy and combat, the unpredictability of each round of Rainbow Six Siege sets a new bar for intensity and competition in gaming.
About Ubisoft
Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Far Cry, For Honor, Just Dance, Watch_Dogs, Tom Clancy’s video game series including Ghost Recon, Rainbow Six and The Division. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2019-20 fiscal year, Ubisoft generated net bookings of €1,534 million. To learn more, please visit: www.ubisoftgroup.com.
Every once in a while, a new name from the Balkan region pops up and reminds everyone that this part of Europe has a lot to offer when it comes to game development. Croteam has been a household name in PC gaming for a while now, we had Gamepires taking us to glory days of Twisted Metal wih their own Gas Guzzlers Extreme. Today we have someone new from that area. Playrix Croatia might be a new player in the field but they already have a lot of super-secret projects that they can’t talk about just yet (otherwise they wouldn’t be called secrets, right?). We’re going to talk with one of the cogs from that machine, find out what is it that a technical artist does from 9 to 5, and is it true that pandas are just regular bears in disguise, doing it solely for tax evasion purposes? Ok, maybe not that last one.
So what are the common tasks and responsibilities of a technical artist in Croatia?
It’s commonly said that Technical Artist creates a bridge between art and programming departments in a game dev studio. That’s true, but it’s more like a lot of small bridges! To put it simply, TA’s job is to prepare and optimize pieces of art so that the game engine can understand it – and to help predict issues and solve ones when they appear. Along the way, TA also helps to adjust and optimize the art pipeline. The main goal is to push possibilities of what we can do visually without sacrificing a game performance and to make sure that the workflow of preparing art assets is efficient and optimized.
It’s my duty to understand all game building processes and programs we use to create a game. I communicate daily between the departments, working closely with the Art Director and Art and Programming Leads so I can stay on top of things and help everyone to plan and execute game art: pain-free and without sacrificing quality. In everyday occurrences that could mean that art department comes up with a completely new vision, they want one thing to glow..and other things to move, or something to change color on a click…and it’s my job to research the best way of doing it, to make sure every bit of art is in correct dimensions, named correctly and finally delivered to programmers. Job is different every day, one day it’s something like writing documents and categorizing a bunch of art assets…and other days it’s researching how to solve complex issues with animation, for example. One thing is sure, it’s never boring.
2. Recently you’ve become a part of the Playrix Croatia team, any new projects and upcoming games that you’re excited to talk about?
Yes! We are all very happy to be part of the Playrix. We have a strong team of professionals and a lot of creative power and now is the perfect time to put all of it in gear and watch it flourish. We are currently working on something really cool and fun, but for the time being it’s still a secret. Keep an eye on Playrix Croatia social media sites for any news.
3. What work-related programs do you use on a daily basis?
I mainly use Adobe Photoshop and I need to understand it really well. I also use other Adobe programs such as Adobe Animate, Google’s tools, Asana, Slack… I also use Sticky Notes like crazy. I need to multitask a lot, so I always have both monitors filled and I always joke how I miss the third one I had back in the office.
4. What advice would you give to your younger self looking to get started in the industry?
To myself specifically, I would say to stop being afraid of failure. Once you learn to expect mistakes and failures, you become better at overcoming them and better at what you do. I tell everyone who asks me – if you really like doing something, let it embrace you completely. Don’t just tip your toe in and ponder about the water being cold! Take a dip! Practice drawing, practice coding…Watch other people do it, read about it…explore it completely. Most importantly – don’t stay in your comfort zone, take a step by step out of it! Communicate with others, learn to listen, and learn how to voice yourself. The stronger you are, the freer you’ll be in every aspect.
5. Do you think there are any misconceptions, public or professional, surrounding your area of expertise?
I simply think that not many people know about it at all, haha! The Technical Art role is still a pretty new one in the industry and it’s a difficult one to define precisely because it varies from studio to studio, from game to game. There are a lot of people working on a lot of technical aspects of creating a game, and a Technical Artist needs to understand all of the processes involved. Some TA’s write scripts and specialized tools to make workflow faster, others work with optimizing visual effects and some are specialized in solving problems with 3D rigs… It’s all about defining what processes can be improved and how to improve them. In my career, I’ve worked on different types and styles of games and every project had its own problems to solve or ways to achieve the best results. There isn’t a “How to be Technical Artist” guidebook, you simply need to be involved in all the little nooks and crannies of a game development process and you learn as you go.
6. How did the current COVID-19 pandemic impact your work?I imagine there’s been a lot of new challenges and restrictions that you had to adjust to?
Yeah, the world has been a wild place. The whole studio works from home currently and to be honest, I think work didn’t change that much. We, fortunately, can both communicate and create from home…so we’re pretty lucky to be able to continue our work without any delays. I think working from home impacts everyone differently, some people maybe live with small children who need attention, others could be alone and kinda lonely. But we make sure to help one another in every way imaginable. I personally miss talking face to face and drawing ideas on the big whiteboard, but I’m enjoying the comfort of my home and online meetings as well!
To keep up to date with Dajana and the rest of the team, make sure to visit their official and Facebook page.
With the release of Marvel’s Avengerson PC and current gen consoles just around the corner, we had a chance to try out the pre-order beta on the PC before the game’s September 4th launch. The pre-order beta is a stripped-down teaser of what is to come, featuring a couple of campaign missions, War Table missions, and four heroes for regular play.
The beta offered a small peek at the story campaign that serves as a coming of age story for Ms. Marvel. The start of the campaign is a solid entry point to those new to the Avengers franchise. The writing is not too heavy but is strong enough to keep things interesting as I ended the beta still wanting more campaign missions.
The game itself is a third person action-RPG with some light shooting and flying mechanics thrown in. We had a chance to play Black Widow, Captain America, Hulk, Iron Man, Ms. Marvel, and Thor during the tutorial. The bulk of the beta only provided access to Black Widow, Hulk, Iron Man, and Ms. Marvel.
The RPG mechanics are standard, offering players access to better gear and new skill points as they level up. Each hero has four slots for equipment plus three artifact slots. Gear have some combination of brands, perks, stat bonuses, and elemental effect, making the system similar to Borderlands and Tom Clancy’s The Division. There is some opportunity for basic build making, but it is clearly not the main focus.
The combat is enjoyably tight as it is responsive and fair. It rarely strays far from the standard third person melee-centric action gameplay. Each superhero has a move set designed to represent the character’s unique fighting style. At the core though, the combat system is built on top of a defensive skill and three attacks: light, heavy, and ranged. The initial move set is limited to begin with but improves as players level up and invest in the skill tree. For the most part, the actual key combos are almost the same, making swapping between heroes relatively easy. Each character does get one or two unique gameplay mechanics exclusive to them, like Hulk grabbing enemies to use as a melee weapon or Ironman’s flight abilities that handle like a simple dog fighting game.
The level design in the beta was good, though some possible red flags have been thrown up for replayability. The beta offered a couple of campaign missions and several War Zone missions. The campaign missions are the more linear of the two with straight forward scripted sequences creating a tight and cinematic experience. The War Zone missions break down into a couple of mission types: story-based side missions, VR combat challenges, and generic missions that feel randomly generated. These missions are designed to be done in groups, with AI characters filling in for missing players. While the story-based side missions were enjoyable and close to the main campaign in entertainment value, I am not entirely sold on the generic missions. If these are used to buffer out a healthy number of story-based side missions, the generic missions may be a good filler when players want a quick game without dedicating time for a longer story mission. If these missions represent the bulk of War Zone, their repetitive nature will wear on players quickly.
Marvel’s Avengers has a solid user experience so far. The controls were excellent on a controller. There are a lot of abilities and functions being crammed into a limited number of buttons, but everything felt natural and intuitive. The mouse and keyboard is generally less than ideal for these types of games, but Crystal Dynamics has made it work. The possible key binds are quite generous outside of the inability to rebind menu keys on the PC. I was able to cram all my attacks on the mouse, but I could never get a layout that felt natural to me as the game relies on both heavy and ranged attacks. I probably will not be alone in my troubles as there is no option for more context sensitive controls like the controllers. As mildly annoying trying to find a natural key bind layout is, mouse and keyboard users will just have to learn to live with it as characters like Black Widow and Iron Man lean too heavily on their aimed ranged attacks to ignore the aim button all together.
The visual experience is solid. The realistic style fits in well within the existing movie franchise. The artists have done a great job creating a cinematic feel to the game through a combination of camera angles and a minimal UI that fades away when not in use. The game does pack a solid set of graphical options for PC gamers, including high resolution texture packs. On the flip side, I did run into some sudden FPS drops that will hopefully be addressed by the time the game launches on September 4th.
The audio is incredibly well polished already. Crystal Dynamics has hired the who’s who of voice actors for the game. The investment has paid off as the voice acting is nearly flawless. The beta also showed off a solid set of sound effects and epic music that fits the game well.
My experience with Marvel’s Avengers pre-order beta was a positive one for the most part. The combat feels tight and the RPG mechanics gives the game some meat. As expected from a major Marvel title, the audio/visual presentation is excellent and stands up against the films. While I believe the game will be a decent title at launch, the final game quality will likely hinge on the War Table mission variety.
PQube has announced that they are aiming on releasing CooCooSqueaky’s Tears of Avia onto the Xbox One and PC on September 24th and alongside this announcement the company released eight minutes of gameplay footage giving players a small sample of what to expect from the game that allows players to build a party of allies and uses a vast skill-tree system that allows for numerous combinations and skills that can take down anything in your way.
Players will lead their party across Estera in search of the lost city of Avalon while fighting in a turn-based tactical grid-system. The choices players make within their party shape the way the story unfolds and effects the dynamic of your party and even side missions are triggered by discussions between different characters.
Yen Press has announced a large number of new licenses this week as well as the print release of a pair of omnibus’ that were previously only available digitally. The company is aiming on releasing all of these titles in print form as well as digitally sometime in the future though no exact release window has been given. The two manga omnibus’ happen to be Cirque du Freak as well as Grim Reaper and Four Girlfriends while the more notable licenses overall will be the Solo Leveling novels and Korean manwhua adaptation as well as the Interspecies Reviewers Comic Anthology: Darkness.
The full details regarding the license announcements, authors, artists, tentative covers, and more can be found below from the company’s own press:
Cirque Du Freak: The Manga Omnibus Edition Story and Darren Shan Art by Takahiro Arai
Discover the manga adaptation of Darren Shan’s Cirque Du Freak, now back in a new omnibus form! Darren Shan was an average kid until destiny brought him to the Cirque du Freak. Now Darren’s been immersed into a shadowy world inhabited by vampires, werewolves, and strange creatures the likes of which he’s never imagined, and his life will be changed forever!
Grim Reaper and Four Girlfriends Omnibus Edition Story by Shin Suyama Art by CHuN
Kaoru Minaguchi is a “no-lifer” who sucks at school, can’t play sports, lacks any real talent, definitely doesn’t have a girlfriend, or even a remote desire to change his ways…until a certain grim reaper pays him a visit. Turns out, she’s a reaper of “no-lifers” and if Kaoru can’t find a way to become a true “real-lifer,” he’s as good as dead…!
Interspecies Reviewers Comic Anthology: Darkness Story by Amahara Art by Various Edited by The Dragon Age Editorial Staff
A loving tribute to the monster brothel adventurers of Interspecies Reviewers, this anthology includes art and comics by talented Japanese creators including Okayado, ZTon, and Gashi-gashi!
The World’s Finest Assassin Gets Reincarnated in Another World Story by Rui Tsukiyo Art by Hamao Sumeragi Original Illustrations by Reia
The world’s finest assassin has been reincarnated in another world. His mission-to kill the Hero prophesized to save the world from disaster! With his deadly skills from his previous life and the magic he learns in this one, he’s well on his way to becoming the greatest assassin in all of history…
Adachi and Shimamura Story by Hitomi Iruma Art by Moke Yuzuhara
The second floor of the gym. That’s our spot. Class is in session right now, but they don’t hold class in a place like this. This is where Shimamura and I became friends. What is this feeling? Yesterday, I dreamed of kissing her. I’m not like that, and I’m sure Shimamura isn’t either. But…when Shimamura thinks of the word “friend,” I want to be the first thing that comes to her mind. That’s all.
Dear NOMAN Story and Art by Neji
Since she was young, Mashiro Unohana has been able to see ghosts. She pretended not to see them so others wouldn’t find her creepy, but one day she finds herself caught up in the world of those that are not human—the Nomans.
Golden Japanesque – Yokohama Karentan – Story and Art by Kaho Miyasaka
Living in Meiji era Japan, Maria must hide the blond hair and blue eyes she inherited from her father out of concern over discrimination. But when a boy named Rintarou learns her secret, he can’t help but say something: “You’re…like a mermaid…” A dazzling historical romance awaits!
Mama Akuma Story and Art by Kuzushiro
Seere is a subordinate demon to Amaimon, the eastern King of Hell. Serious in his work, he prides himself on his ability to make any wish come true. But when he’s summoned from a grimoire, what awaits him is a little girl with but one wish: “Please be my mama!!” Seere’s long road to motherhood starts here!
Mint Chocolate Story and Art by Mami Orikasa
When Nanami’s high-school crush suddenly becomes her step-brother, she’s faced with the unfortunate reality of having to live under the same roof as her now off-limits love-interest! Will his chilly attitude and arrogant ways be enough to turn her off, or is Nanami in for some long and sleepless nights…?
Sasaki and Miyano Story and Art by Syou Harusono
Miyano spends his days peacefully reading Boys’ Love comics and worrying about how girly his face is—until a chance encounter leads to a scuffle with his senior Sasaki. Intrigued by his feisty junior Miyano, delinquent Sasaki uses every opportunity he can to get closer…
The Dark History of the Reincarnated Villainess Story and Art by Akiharu Touka
Konoha Satou has a dark history, written throughout middle school—a fantasy adventure of love and magic about the Count’s daughter Konoha Magnolia and the knights who love her! But when it looks like that dark history is going to be uncovered by her mother, Konoha panics and dies in a traffic accident! Opening her eyes, she finds that she’s been reincarnated into the world of her own dark history as Iana Magnolia, the worst villainess of her own creation!
Solo Leveling (novel) Story by Chugong
The weakest of the weak, E-class hunter Jinwoo Sung has no money, no talent, and no prospects to speak of. And when he enters a hidden dungeon that fateful day, he ends up being left to die in the aftermath of a horrendous tragedy. At death’s door, Jinwoo is suddenly invited to be a “player” by a mysterious voice. Desperate to live, Jinwoo jumps at the chance…but what is this strange new leveling system that only he can see?
Solo Leveling (comic) Story by Chugong Art by DUBU (REDICE STUDIO) The official English print publication of the popular Korean webcomic! E-class hunter Jinwoo Sung is the weakest of them all. Looked down on by everyone, he has no money, no abilities to speak of, and no other job prospects. So when his party finds a hidden dungeon, he’s determined to use this chance to change his life for the better…but the opportunity he finds is a bit different from what he had in mind!
Surreal Action RPG Dreamscaper Hacks and Slashes onto Steam Early Access
Dream. Die. Wake. Repeat.
SAN FRANCISCO – 15 August 2020 –Dreamscaper, the surreal roguelite action RPG from publisher Freedom! Games and developer Afterburner Studios, is out now on PC via Steam Early Access.
Journey through twisted dream realms conjured by the subconscious mind of Cassidy, a young woman wrestling with her inner demons. Trapped in a traumatic loop where restless slumber brings forth dungeons teeming with nightmares and challenges to overcome, her only defense against the darkness is the power of lucid dreaming. Fortify Cassidy’s psychic abilities in the waking world by forging friendships, then strike back against her nocturnal foes in intense hack-and-slash combat.
Master an expressive battle system to fend off Cassidy’s enemies and rescue her from a dark fate. Wield imaginative weapons ranging from ethereal yo-yos to blazing finger guns while manipulating the elements, warping space, and even controlling time. Weave together these fantastical powers while using careful positioning, precise timing, and quick reflexes to dodge, parry, and dispatch attackers.
Unlock persistent upgrades and harness their potent effects to vanquish horrifying bosses that embody negative emotions like isolation and loss. Explore breathtaking ever-changing dreamscapes reflective of real-world struggles to find a way out of this nightmarish cycle.
“It’s been an exciting journey this summer on our road to Early Access, and we’ve been blown away by the response to Dreamscaper in events like the Steam Game Festival, IGN’s Summer of Gaming, and Day of the Devs,” said Ian Cofino, co-founder, Afterburner Studios. “Unleashing the game on Steam today is a huge milestone for us and we’re looking forward to hearing more from players as we continue to fine-tune this experience and make Dreamscaper the action RPG of our dreams.”
Dreamscaper is now available on Steam Early Access for Windows PC for $19.99 / €18.49 / £14.49 with a 25% launch week discount. For more information, please visit the official website, follow Dreamscaper on Twitter and Instagram, like the Facebook page, and join the community on Discord.
About Freedom! Games
Freedom! Games is a publishing company founded by games industry veterans Donovan Duncan and Ben Robinson. With more than 50 years of combined experience in the business, including helming Curse, Fandom, and Gamepedia, the team at Freedom! now aim to leverage their expertise, experience, and passion to foster innovation and creativity from talented game makers.
For more information, visit the official website.
About Afterburner Studios
Afterburner Studios was founded in 2018 by three former AAA developers gone rogue. After years of working on titles like NBA2K, SOS, Gears of War 3, Paragon, and many more, they decided to go indie and create gaming experiences that tell powerful stories. Their debut project Dreamscaper was successfully crowdfunded on Kickstarter in 2019 and is now available on Steam Early Access.
For more information, please visit the official website.