Home Blog Page 2562

Fade to Silence Update Out on Early Access, Adds Catch Up Mechanism

Black Forest Games has released the first of four major updates for the early access build of Fade to Silence. The first update Hope is designed to make the game a little easier for players with the new Catch Up mechanism. Special shards are now found around the map that will give the player a permanent bonus to stamina, hit points, hunger, or cold. The boost will persist between permadeaths, giving players a better shot at survival the next time around. The boost for each stat will only be given once at this point in time.

The weather effects has also been overhauled in the Hope update. Black Forest Games hopes the changes will make Fade to Silence less taxing on computers while providing a more immersive experience.

Fade to Silence is horror/survival hybrid that is currently on Steam Early Access for $29.99 USD.

TEST YOUR NINJA SKILLS & BEAT’EM UP BADASSERY IN CLAWS OF FURRY

TEST YOUR NINJA SKILLS & BEAT’EM UP BADASSERY IN CLAWS OF FURRY

Clawing onto Nintendo Switch, Xbox One and PC via Steam this Spring

LONDON, UK – February 1, 2018 – Lets fight like cats and dogs… Indie developers, Terahard Studios, announced today that their rogue-like, co-op action game, Claws of Furry, will be slashing onto Nintendo Switch, Xbox One and PC via Steam this Spring.

With fifty levels of catastrophic mayhem, players will punch and scratch their way through enemies to rescue their Master from the evil claws of an unknown boss. Claws of Furry creates a seamless blend of today’s fast paced action with classic arcade Beat’em up carnage. Made up of four distinct environments with unique enemies, the challenge is always evolving. Multiple modes such as Rogue-like and Arena, and unlockable outfits with unique bonuses, will require unstoppable ninja-cat reflexes.

Fear not the rogue-like though; with the Pussycat mode, the game can be played with checkpoints in every level in a classic linear adventure. Players, of course, will still require a keen eye and bags of feline ninja skills in order to survive the journey and free their Master. But they don’t have to take on this challenge alone; a group of up to four people can unleash their collective fury with the ultimate local couch co-op mode!

Key Features:

  • Arcade beat’em up action
  • Multiple Modes including: Rogue-like, Arena, Pussycat & Local co-op
  • Local co-op with up to 4 players
  • A variety of thematic environments and enemies
  • Unlockable costumes with unique gameplay properties
  • Beautiful hand-painted art
  • Unique character design

For more information on Claws of Furry visit the official website: www.clawsoffurry.com. You can also like the game on Facebook, follow @Claws_of_Furry on Twitter.

# # #

About Terahard Ltd.

Terahard Studios is a game developer established in 2012. Made up of two development studios, with headquarters in London, UK (HQ) and a studio in Athens, Greece, the team’s mission is to create outstanding games and gamified apps that push the boundaries of gamers’ expectations. Terahard is comprised of software engineers and technical artists who strive to create games that stand out from the masses. They work on self-published titles, but also work with other institutions including the likes of  Sony Music and Penguin Books. They have extensive experience in applying virtual and augmented reality technology to both apps and games using the Unity engine. Their debut co-op action game, Claws of Furry, is due for release in Spring 2018.

Kingdom Come: Deliverance – New Gameplay Trailer Revealed

Kingdom Come: Deliverance – New Gameplay Trailer Revealed

12 Days Until Release

Larkspur, Calif., February 1stWarhorse Studios and Deep Silver today released a new trailer for the critically acclaimed RPG Kingdom Come: Deliverance launching on February 13th 2018 for PlayStation®4 computer entertainment system, PC and Xbox One, the all-in-one entertainment system from Microsoft.

The new gameplay trailer showcases key plot points of the visually extraordinary and historically accurate RPG, as well as exhilarating action sequences such as an all-out assault on a remarkably recreated castle from the time period.

Patient (but counting the days) fans can follow the official Kingdom Come: Deliverance Countdown here: https://www.kingdomcomerpg.com/.

Becoming a powerful warrior is only one way to succeed in Kingdom Come: Deliverance. There are plenty of other paths to choose from in this thrilling medieval game, which embodies the truest sense of the roleplaying game genre. The script in the game amounts to twice the entirety of the complete Lord of the Rings saga, and the passion of the developers can be seen in the love for detail that Warhorse has put into the game painstakingly since its Kickstart inception.

About Kingdom Come: Deliverance

Kingdom Come: Deliverance is a story-driven open-world RPG that immerses you in an epic adventure in the Holy Roman Empire. Avenge your parents’ death as you battle invading forces, go on game-changing quests, and make influential choices. Explore majestic castles, deep forests, thriving villages and countless other realistic settings in medieval Bohemia!

Massive realistic open world: Majestic castles, vast fields, all rendered in stunning high-end graphics
Non-linear story: Solve quests in multiple ways, then face the consequences of your decisions
Challenging combat: Distance, stealth, or melee. Choose your weapons and execute dozens of unique combos in battles that are as thrilling as they are merciless
Character development: Choose your equipment, improve your skills, and earn new perks
Dynamic world: Your actions influence the reactions of the people around you. Fight, steal, seduce, threaten, persuade, or bribe. It’s all up to you
Historical accuracy: Meet real historical characters and experience the genuine look and feel of medieval Bohemia
Kingdom Come: Deliverance Key Facts


Title:
Kingdom Come: Deliverance
Platform: PlayStation®4, Xbox One, PC
Developer:Warhorse Studios
Co-Publishers: Deep Silver, Warhorse Studios
Release Date: Tuesday, February 13th 2018 (worldwide)
Age Ratings: ESRB M
Genre: RPG
Price: $59.99                                    

About Warhorse Studios

Warhorse Studios is a young independent game developer studio from the Czech Republic, Prague. It was founded by Daniel Vávra, creator of Mafia and Mafia 2, and Martin Klíma, formerly of ALTAR (Original War, UFO:* trilogy). The studio contains a mix of experienced game industry veterans, with dozens games published and millions of copies sold, and young guns from all around the world.

In January 2014, Warhorse launched a Kickstarter campaign for a realistic medieval RPG game called Kingdom Come: Deliverance. It ended up being the third most successful project, according to the number of backers, in 2014. With an initial goal of £300,000, we finally gathered over £1.1M. Warhorse Studios was also named among the World‘s TOP10 Most Innovative Companies on Kickstarter of 2015 by Fast Company.

About Deep Silver

Deep Silver develops and distributes interactive games for all platforms. The Deep Silver label means to captivate all gamers who have a passion for thrilling gameplay in exciting game worlds. Deep Silver works with its partners to achieve a maximum of success while maintaining the highest possible quality, always focusing on what the customer desires.

Deep Silver has published more than 200 games since 2003, including its own brands like the open world extravaganza Saints Row, the zombie action franchise Dead Island, and the grim post-apocalyptic future of the Metro series. Deep Silver also owns the development studios Deep Silver Dambuster Studios in Nottingham, UK; Deep Silver Fishlabs in Hamburg, Germany, and Deep Silver Volition based in Champaign, IL, USA. For more information please visit www.deepsilver.com

Koch Media is a leading producer and distributor of digital entertainment products (software, games and films). The company’s own publishing activities, marketing and distribution extend throughout Europe and the USA. The Koch Media group has more than 20 years of experience in the digital media business, and has risen to become the number one distributor in Europe. It has also formed strategic alliances with numerous games and software publishers: Bethesda, Capcom, Kaspersky Labs, NC SOFT, Sega, Square Enix and Tecmo-Koei, etc. in various European countries. With Headquarters in Planegg near Munich/Germany, Koch Media owns branches in Germany, England, France, Austria, Switzerland, Italy, Spain, the Nordic regions, Benelux and the United States.

All product titles, publisher names, trademarks, artwork and associated imagery are trademarks, registered trademarks and/or copyright material of the respective owners. All rights reserved.

KOEI TECMO EUROPE REVEALS LIMITED EDITION STEELBOOK AND DIGITAL DELUXE VERSION FOR A.O.T. 2

KOEI TECMO EUROPE REVEALS LIMITED EDITION STEELBOOK AND DIGITAL DELUXE VERSION FOR A.O.T. 2

Gripping New Trailers Introduce Fast-Paced Battle Action And Nintendo Switch Gameplay!

Hertfordshire, 1st February 2018 – KOEI TECMO Europe finally revealed a cornucopia of additional bonus content and collectible options available to fans who pre-order A.O.T. 2. in both physical or digital formats.

Fans who prefer more tangible exclusive items, can pre-order the physical version of the game through ShopTo.net and other select retailers via Centresoft to secure a premium collectible Steelbook featuring the dreaded Colossal and Armoured Titans, and members of the heroic scout regiment in action!

Koei Tecmo also revealed the release of a Digital Deluxe version, which will include the full game and a pack of unique costumes gradually available from the game’s launch on 20th March 2018, with further content updates being added each week after!

Digital pre-orders of either the Digital Deluxe or standard A.O.T. 2 versions on Xbox One and Nintendo Switch will include a bonus pack of Plain Clothes costumes for Eren, Mikasa, Armin, Levi, Christa, Ymir, Reiner and Bertholdt.

Lastly, all fans who pre-order or late-comers who purchase the game digitally on PlayStation 4, Xbox One or Nintendo Switch within four weeks from launch, will receive a DLC pack with Plain Clothes costumes for Eren, Mikasa, Armin and Levi, which will allow them to replace their Scout gear with something a little more casual.

Slated for release on the 20th March 2018 for the PlayStation®4 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, Nintendo Switch™, and digitally on Windows PC via Steam®, players can relive the gripping narrative of the worldwide anime hit, ‘Attack on Titan’, from an all new perspective with their very own Custom Scout.

KOEI TECMO Europe released two action-packed new trailers alongside this announcement today; the first trailer reveals A.O.T. 2 gameplay on the Nintendo Switch™, featuring a mix of Battle and Town Life clips, whilst the second trailer focuses on the fast-paced claustrophobic action that the series is known for. The new asset batch also includes images of the pre-order and early purchase content available to fans!

To keep up to date with the latest news on A.O.T. 2 please visit the official site at www.koeitecmoeurope.com/aot2, Like www.facebook.com/koeitecmogames, and Follow us on Twitter @koeitecmoeurope

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI TECMO’s best known for their signature ‘one versus thousands’ Warriors series, the fan-favourite Ninja Gaiden and fighting entertainment title Dead or Alive. Through collaboration with strong existing franchises, such as A.O.T. Wings of Freedom (Attack on Titan), has brought fan-favourite shows to life in video game form. The company’s desire for innovation and diversity has seen the creation of the critically acclaimed dark-samurai action title Nioh, which takes on new and unique gameplay styles. The company’s acquisition of GUST, developer of a variety of heart-warming titles, has seen their flagship Atelier series span generations of consoles and fans alike. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com

Based on the manga “Shingeki no Kyojin” by Hajime Isayama originally serialized in the Monthly BESSATSU SHONEN magazine published by Kodansha Ltd. ©Hajime Isayama, Kodansha/”ATTACK ON TITAN” Production Committee. All Rights Reserved.

It’s Kill or be Killed in Newly Announced PC Game Murderous Pursuit

Blazing Griffin, the team behind The Ship: Remastered, announced their next game Murderous Pursuit will launch on Steam in March 2018. This stealth game is the spiritual successor to The Ship and is set in a Steampunk version of Victorian England where parties in luxurious air ships are all the rage. The mysterious and bloodthirsty Mr. X is throwing a party for the ages, and he has selected up to eight players or bots from the party goers to be his entertainment for the evening.

Each player will be given a target and will engage in a game of cat and mouse as they avoid guards and assassinate their target in the flashiest way possible to please Mr. X. To survive, players will need to rely on blending in with the crowd, mingling with other party goers in special vignettes or using disguises to throw their hunter off the trail.

As part of the announcement, Blazing Griffin has released a short teaser trailer that sums up the game nicely.

https://www.youtube.com/watch?v=H2sHXxmMTQY

PlayStation Plus games for February announced

Sony Interactive Entertainment Australia is pleased to announce the fantastic line up of games available to PlayStation Plus members on February 6th.

February’s PS Plus lineup is lead by a fan-favourite of early PlayStation 4 adopters – Knack. Knack follows the action-platforming capers of loveable title character Knack as he fights to defend mankind in an ongoing war against the Goblins. Spawned from the mysterious power of an ancient relic, Knack has the unique ability to take on extra mass as he moves around the world – starting as a three-foot tall platforming pip-squeak and growing all the way into an earth-shaking titan.

Next up is the stunning platform-adventure RiME. Tequila Works’ ambitious production finally arrived on PS4 last year to a great deal of hard-earned and well-deserved praise. Taking inspiration from classics like Journey and Shadow of the Colossus, RiME conjures an aesthetically breathtaking world for you to explore. From lavish beaches to sunken temples; ancient structures to dizzying cliff-sides, each new environment unfolds seamlessly from the last, pulling you ever deeper into its tale.

Continuing from January’s line-up, PlayStation Plus members will be able to pick up PlayStation VR multiplayer shooter StarBlood Arena in February as well. StarBlood Arena places you inside the cockpit of a miniature battle pod and invites you to test your mettle in a lawless competition where only the most skilled pilots earn a shot at intergalactic glory.

Check out the full list of free February titles below:

Watch the PlayStation Plus February lineup video below. For more information, please head to the PlayStation Blog.

For all the latest PlayStation news, follow PlayStation Australia on Facebook, Twitter, Instagram and YouTube.

Ash of Gods Interview with Nikolay Bondarenko

Ash of Gods is an upcoming tactical RPG featuring a mix of beautiful hand-drawn art and deep story telling. The game is scheduled to launch in March 2018 for PC. We had a chance to talk about Ash of Gods, animation, and video game development with Aurum Dust founder Nikolay Bondarenko.

One of Ash of Gods defining features is its hand drawn art style inspired by Ralph Bakshi, Disney and Soyuzmultfilm. North American and European audiences are very familiar with Disney and, to a lesser extent, Ralph Bakshi; however, this may be the first time they are hearing about Soyuzmultfilm. Can you tell us a little about the style and where you can see its influences in Ash of Gods?

Yes, towards the end of the 1950s – and in the early 60s it was a golden era not only for Disney but for a new Soviet-era animation studio – Soyuzmultfilm. Animated features such as “The Scarlet Flower” from 1952 and “The Snow Queen” from 1957 were key creations of Soyuzmultfilm, and have become our main artistic reference points: we use a similar palette, as was used in the works of the Disney studio and Bakshi’s, the use of fillings (a different technique for working on characters and scenes) and lastly, the use of rotoscoping and animation at 16+ frames per second. Most of our team is older, and grew up on the cartoons of Soyuzmultfilm studio, and we really love “The Island of Mistakes” and “The Fire is Burning in the Yaranga.” For me, the period from 1947 to 1960 encompasses the golden years of Soyuzmultfilm, when each of their works was a real film.

A lot of the art in Ash of Gods is hand drawn. Can you describe the process of how an image is drawn by hand and then turned into a usable art asset in a game?

We have a great playlist of videos where you we show how we’ve created the game’s art- scenes, characters, animations, rotoscoping, etc. Be sure to watch some of the videos here.

Generally speaking, we have a classic “boring” process: for each character, our writer Sergei (Malitsky) creates a description and psychological portrait, and selects references. After that, Dmitri (our narrative game designer) and I gather references for poses and discusses all this with the artists. We use a 4-pass approach to drawing: a rough sketch for 2-3 hours with a pose and basic features, drawing, painting and then applying halftones.

Next, Igor (art director) and Vlad (character artist) paint many characters together, helping each other with faces and colors.

With scenes, the process is about the same – a little less than a day on the sketch, and then 3-9 days for drawing – due to the large number of small details.

Importing this art into the game is a bit complex – we import all the layers from Photoshop in separate files, after which automatic scripts collect it into the scene, after which the artist adjusts the parallax.

Motion capture technology for 3D games in the video game industry is very common, with many members of the public familiar with the black suits with white tracking balls. Is the process of working with motion capture for 2D animation similar? What is different about it? Are there any special challenges that come with motion capture techniques for 2D animation?

Once again, we have a great video documenting our creative process

In fact, we used rotoscoping to save on animators. We have 54 combat characters and to draw them all in an isometric projection it takes around 7000 keyframes (at 31,000 total) – it is pretty tough. Outlining the recording of the actors allows us to do it faster, and the animation itself turns out as if it were live actors (despite the fact that we have an average frame rate of 20 frames per second). And this feeling of liveliness was our goal.

The walking animation was the hardest – recording footage of the actors helped a little, but we also had to animate their hands – it was a difficult, long, and painful process. As for the process itself – we went with classic animation: using key frames, cleanup, phasing, painting, and mixing. Just like Disney did, until they abandoned 2D animation.

The gameplay uses cards to determine the strategies in battle. Can you go into a little more detail about how cards are used and collected over the course of gameplay? For example, do players have control over the contents of the deck the cards are drawn from?

The player buys, steals for or finds cards or their fragments in-game. Cards are similar to magical spells from Heroes of the Might & Magic – each card brings some chaotic effects with it. In the game itself, the character’s skills are completely deterministic, with just two exceptions.

The cards contribute an element of surprise, and danger – so, when using the Armageddon card (hello HMM), we deal massive damage to all the characters on the field, and “Rust” to greatly reduce a hero’s attack on the field. For many classes, the loss of an attack via something like Rust is almost a death sentence.

In a single-player game, you have complete control over the deck – you can choose what to take with you. If you play at low difficulty levels, you don’t have to use cards that often, but if the “harvest” (the evil in the land) is spreading – it will be difficult without cards.

Ash of Gods features rogue-like storytelling that is affected by player actions. How much writing had to be done for Ash of Gods. How much of the story do you expect players to experience in one playthrough?

Oh, this is the coolest question, thanks for asking!. Before we started working on the game, Sergei wrote an actual book for us, with a full plot, maps, and a world history that covered about 1000 years.

This allowed us to greatly simplify our work on the text. We consider ourselves the creators of the term “roguelike storytelling” as we understand it – it is the ability to conduct a continuous and coherent story in the game, where you allow the player to kill or at least remove from the story by serious injury, any hero (and we mean absolutely any, even the main character) and yet still keep the story moving, and the story adapts and evolves based on this change.

It’s complicated to create something like this, for sure. An example of this – at the moment, we have statistics for about 40 complete paths through the story – following just one gets you about 60% of the total game content, and will feature one of seven possible endings. This makes Ash of Gods very similar to visual novels, which I adore for the fact that you get really different endings depending on how you “play” them.

To help illustrate this further, well, I can’t do it without some spoilers, so you’ve been warned – in one of the story paths, the “final battle with the main boss” simply will not happen because the main villain does not want to fight with you – and without you killing him, he can finish his own evil mission, and give your story a “bad” ending, while in another, one of the main heroes will kill his own girlfriend, believing it will somehow save the world (but guess what…it doesn’t!). And in another — the main characters themselves will wage war on one another, and you, as a player, will need to choose a side.

Recently, someone told us a very cool joke about Russian developers, “Sometimes it seems like they are afraid that someone will beat their game.” Probably it’s partly about us too =)

Ash of Gods also has what we call “intermediate endings” where the game doesn’t end, but the life of a main character may! Some heroes you just will not find in the game, or find them dead if you aren’t smart or careful enough.

There is an ending in which one of the main characters can be killed along with the whole team! In this situation, I imagine most players will say “Oh, screw this!” and load an earlier save, but I want to believe they’ll continue the game, and see where this kind of storytelling takes them. We tried to have consequences even for the smallest choices and follow the style of Guy Ritchie’s scripts, when every small detail really means something in the overall story, and the path it takes – there’s nothing “throwaway” in our characters or stories.

The game offers many opportunities for player actions to impact the events of Ash of Gods. What is the process of writing a script with so many branching possibilities? Do you start with one possible line of events, then go back to the start and begin adding another branch? Do you create each possible branch for an event at once before moving on to the next one?

Remember we already had a book? This was our “canon”, and we use it to determine the results of player actions on the story. Not just “if this, then that” style storytelling, but actual short- and long-term consequences. We decided that each chapter in the game should contain at least 1 important decision with long-term consequences (5-6 hours), 1 with an average (1-3 hours) and 1 immediate consequence (morality, loyalty, wounds, gold, and time, for example). After that, we decided on possible endings, and where the main characters can die in the storyline, but keep it going. Then we looked at how the secondary characters can die in the story and affect the narrative. Then, we did the same for the supporting characters. For each such character, we immediately wrote the conditions under which he did not join the player’s party.

We then met together in our small office, where we had whiteboards filled with decision trees that cover about 5-6 hours of gameplay. We photographed the boards, and wrote out important decisions. After that, Sergei and Dima switched to Articy (this is software for work on the story) and moved the tree to it, together with key dialogues. We tested what happened with these stories, and corrected everything that was bad. And we did this over, and over, and over, to fine tune it all.

Then we started playtesting – repeatedly removing and correcting the logical inconsistencies and stupidities that arise because of the multiple paths in the story and gameplay.

In the end, we ended up rewriting the second half of the book, because in the game it turned out more interesting, and then we ended up rewriting the ending of the book, as in the game it turned out to be more interesting.

The first installment of Ash of Gods is called Redemption. How many installments are planned?

We’re planning two. The second part, if it happens, will tell the story from the Ensa and Umbra perspective – the antagonists of the first game. They have terrible, inhuman goals, but also a right and reason to follow them. I would like to use the second part’s story to talk about the duality of morality, and the fact that putting on labels and passing judgement are not always easy.

There is a novel being written for Ash of Gods by game author Sergey Malitsky. Can you provide us with more details about the novel? When will it be released? Will the novel be an adaptation of the game’s story? If so, does this mean there will be a set of events considered canon? If not, how will the novel and the events of Ash of Gods be connected?

Oh, it seems in the two previous answers, I already answered this question! I guess I got ahead of myself! We will release the book a few weeks after the release of the game. As I’ve mentioned, the book is the history of the game world, and the story bible, which was written before we started working on the game. While the book was the basis for the game’s story, we also ended up, as we tested the game and story paths, changing the book itself.

You can find a couple of chapters from it on our website. It’s very difficult for me to evaluate the quality of the English text now, but I like Russian very much.

If the budget allows, are there any features that aren’t possible right now in Redemption that you hope to add in the next installment?

Yes. We’d really like to do a full voiceover in the game, add more animations, and use large combat locations – like those you see in the X-Com games.

The possibility of a Steam Early Access period for the multiplayer portion of the game has been talked about. Will Ash of Gods go to Steam Early Access and when?

No, we consciously decided not to go to Early Access, as during the Kickstarter campaign a fairly large community was formed that actively helps us test the game not only as QA volunteers (catching bugs and problems), but also as end users.

Internal perfectionism also affected our decision – we simply can not show the general publicash a crude version that is regularly subjected to reworks and re-balancing. Very soon, however, media, influencers and KS backers will get access to the preview version of the game, which will reveal several mysteries of the plot and create many new ones 🙂

World of Warcraft: The Battle for Azeroth Out This Summer(US)/Winter (AU), Pre-orders Live

Get your wallets and your WoW Tokens ready! Pre-orders for World of Warcraft: The Battle for Azeroth is live. As usual, Blizzard has not pinned down a specific release date for the new expansion beyond before September 21, 2018 and sometime this summer in the northern hemisphere or winter in the southern hemisphere.

Both the Standard Edition and Digital Deluxe Editions are available for pre-order. Both versions contain the base game and an immediate level 110 character boost. The standard edition is priced at $69.95AUD/$79.99NZD/$49.99USD.

The Digital Deluxe Edition is priced at $94.95AUD/$109.99NZD/$69.99USD and comes with the following of in-game cosmetic items for Blizzard’s other games:

World of Warcraft: Charge into battle astride the Seabraid Stallion (Alliance) and Gilded Ravasaur (Horde) mounts, and explore new frontiers with Tottle, the baby Tortollan pet, at your side.

Hearthstone: After a rough day on the front, rest up at the tavern and play a few hands of Hearthstone with your hot new Azeroth Is Burning card back.

StarCraft II: Make your mark on distant worlds with Horde- and Alliance-themed sprays.

Heroes of the Storm: Roar onto the Battlegrounds of the Nexus riding your Primal Flamesaber, a fiery new mount with three variants.

Overwatch: Champion your faction on the battlefields of tomorrow with Horde and Alliance voice lines for Torbjörn and emotes for Tracer; sprays featuring Anduin, Sylvanas, Jaina, and Varok Saurfang; and player icons representing Kul Tiras and Zandalar.

Our Take

Open pre-orders means WoW Token prices will be swinging wildly for the next few days. So it’s a great time to buy or sell depending on how the market is swinging that hour.

The more interesting piece of news is what wasn’t announced, Diablo 3 rewards were not listed. While this isn’t a guaranteed sign that Blizzard had moved to the next Diablo title, this seems to hint that Blizzard is switching gears from active development to upkeep for Diablo 3.

Spiderweb Software Releases Avernum 3: Ruined World, A Fantasy Role-Playing Game for Macintosh and Windows

Spiderweb Software Releases Avernum 3: Ruined World, A Fantasy Role-Playing Game for Macintosh and Windows

Final chapter of the epic saga is now available!

January 31, 2018 – Spiderweb Software, Inc., makers of fine indie fantasy role-playing adventures for 24 years, announce the release of Avernum 3: Ruined World. A tale of desperate exiles and their battle for a land to call their own, Avernum 3 is an epic fantasy role-playing adventure for Windows and Macintosh, with a mobile version arriving Q1 2018.

At last, your people are free. You broke out of the underworld prison of Avernum. You emerge onto the surface, back into the sun at last, only to find that the world is being destroyed. Plagues of horrifying monsters scourge the surface. If you don’t stop them, you will have no home to escape to.

Avernum 3: Ruined World is the conclusion to the epic Avernum saga and a full remaster of Spiderweb Software’s greatest hit. It is an epic fantasy role-playing adventure in an enormous world, spanning an underworld and a gigantic surface continent. Fight the plagues of monsters that are destroying your home. Explore a world that evolves as time passes. Towns are destroyed. Refugees flee. Disasters happen.

Fight to save the world. Or don’t! Do odd jobs. Become a bounty hunter or a merchant. Buy a house. Explore a multitude of towns and dungeons. Master over 60 spells and battle disciplines and hunt for hundreds of magical artifacts. Explore one of the biggest, most unique worlds in computer games! Avernum 3: Ruined World is available for $19.99 on Windows and Macintosh from SteamGOG.com, the Humble Store, and the Spiderweb Software website.

For more information, visit: http://www.avernum.com/avernum3/index.html

Those interested can download the Avernum 3: Ruined World Hint Book here: http://www.spiderwebsoftware.com/ftp/hintbook/Avernum3Hintbook.pdf.zip

Spiderweb Software, Inc., an indie game company based in Seattle, WA, is fanatically dedicated to creating fun, exciting fantasy role-playing games for Windows, Macintosh, and the iPad. Past titles include the award-winning Exile, Geneforge, Avernum, and Avadon series.

ZODIAC INTERACTIVE AND SPOTLIGHTOR INTERACTIVE RELEASE CANDLEMAN: THE COMPLETE JOURNEY ON STEAM

ZODIAC INTERACTIVE AND SPOTLIGHTOR INTERACTIVE RELEASE CANDLEMAN: THE COMPLETE JOURNEY ON STEAM

BEIJINGJan. 31, 2018 – Zodiac Interactive and independent developer Spotlightor Interactive have released the 3D fairytale platformer Candleman: The Complete Journey on Windows PC via Steam for $14.99.

Originally debuting on Xbox One in early 2017, Candleman: The Complete Journey is a gorgeous fantasy adventure featuring perilous platforming gameplay that combines light and shadow. As a little candle who can burn for only 10 seconds, players must venture through unsettling darkness and overcome a wide range of enchanted yet dangerous environments in search of a mysterious light in the distance.

The PC edition of the game includes the previously released “Lost Light” DLC, a new time challenge mode, enhanced performance and framerate optimizations, and 4K resolution support.

Candleman: The Complete Journey is out now on Windows PC. A version of the game is set to release on the PlayStation®4 computer entertainment system in North America and Europe later this year. For more information, visit the game’s Steam page, and follow the game on Facebook and @CandlemanGame on Twitter.

About Zodiac Interactive

Experts in global software publishing and boasting a wealth of industry knowledge. Based in Beijing, the team is using their experience to bring quality foreign games to the booming Chinese market, while also identifying and enabling exciting up-and-coming Chinese developers to reach their potential in the West.

About Spotlightor Interactive

Founded in 2009 by Gao Ming and Ma Xiaoyu, Spotlightor is an indie game studio based in Beijing, dedicated to creating innovative games which provide unique experiences through immersive interactive design.