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Found 10 results

  1. Frostpunk gives players the task of guiding the growth and survival of New London, the last city on Earth. In order to survive in the face of an unending winter that has largely wiped out humanity across the globe, the final remnants of the human race have turned to using the power of steam. Starting from a collection of shelters in a somewhat sheltered valley, players guide New London to greatness and sustainability by managing the expansion of the city, deciding on the policies regarding food, water, and the most precious resource of all: heat. Players will be responsible for deciding how heat is distributed throughout their city, a power that can mean the difference between life and death. As the city grows, more conflicts and problems will arise from the general population. Players will have to establish laws and policies that govern the populace. Do you prioritize healthcare or building maintenance? Do you make sure everyone is fed even at the cost of increasing police presence? Another wrinkle on top of everything else, the population has to have hope. Everyone in New London is well aware of the precarious nature of their survival. The more desperate the situation becomes, the less hope people have and the more likely the city is to revolt or have various problems. As players progress, small decisions will add up and lead to decision points that will alter the entirety of society forever. How far is too far to maintain order and stability in a city that represents the last shot at the survival of the species? Once players advance to a certain technological level they can explore the surrounding world by sending out expeditions into the blinding frozen wastes. These are risky endeavors that could go down in flames and ice or discover a treasure trove of new citizens, technology, or resources. It can be hard to get society to that higher tech level, but the higher end of the tech tree brings automated drones and airships that can be a huge boon to New London. Frostpunk releases on April 24 for PC . View full article
  2. Frostpunk gives players the task of guiding the growth and survival of New London, the last city on Earth. In order to survive in the face of an unending winter that has largely wiped out humanity across the globe, the final remnants of the human race have turned to using the power of steam. Starting from a collection of shelters in a somewhat sheltered valley, players guide New London to greatness and sustainability by managing the expansion of the city, deciding on the policies regarding food, water, and the most precious resource of all: heat. Players will be responsible for deciding how heat is distributed throughout their city, a power that can mean the difference between life and death. As the city grows, more conflicts and problems will arise from the general population. Players will have to establish laws and policies that govern the populace. Do you prioritize healthcare or building maintenance? Do you make sure everyone is fed even at the cost of increasing police presence? Another wrinkle on top of everything else, the population has to have hope. Everyone in New London is well aware of the precarious nature of their survival. The more desperate the situation becomes, the less hope people have and the more likely the city is to revolt or have various problems. As players progress, small decisions will add up and lead to decision points that will alter the entirety of society forever. How far is too far to maintain order and stability in a city that represents the last shot at the survival of the species? Once players advance to a certain technological level they can explore the surrounding world by sending out expeditions into the blinding frozen wastes. These are risky endeavors that could go down in flames and ice or discover a treasure trove of new citizens, technology, or resources. It can be hard to get society to that higher tech level, but the higher end of the tech tree brings automated drones and airships that can be a huge boon to New London. Frostpunk releases on April 24 for PC .
  3. 11 bit studios, the developer behind the upcoming Frostpunk, has decided to give away their previous indie hit This War of Mine for free in the lead up to Frostpunk's release later this month. This War of Mine tells the story of civilians trapped in a besieged city as they struggle to survive under the harsh conditions of war. Players must craft upgrades and supplies out of what they can scavenge from the surrounding areas at night. During scavenging runs, players can run across NPCs that they can either help or hurt depending on what players believe might be in their best interest. It's a deliberately murky game that focuses on the often untold stories of wartime. The goal is to survive until a ceasefire ends the fighting, but since the game randomizes a lot of the events and resources with each playthrough, the player never knows how long they might have to hold out or how far they might have to go to survive. This War of Mine has sold over 2.5 million copies and has reeled in numerous awards from organizations like SXSW and IGF. Sales of the DLC content related to This War of Mine support the War Child charity that provides assistance to children who are currently living under conflict conditions of the aftermath of war. The studio will be giving away This War of Mine: Anniversary Edition that includes new characters, locations, and a completely new ending. You have until this Sunday, April 8, to download the game from Steam. View full article
  4. 11 bit studios, the developer behind the upcoming Frostpunk, has decided to give away their previous indie hit This War of Mine for free in the lead up to Frostpunk's release later this month. This War of Mine tells the story of civilians trapped in a besieged city as they struggle to survive under the harsh conditions of war. Players must craft upgrades and supplies out of what they can scavenge from the surrounding areas at night. During scavenging runs, players can run across NPCs that they can either help or hurt depending on what players believe might be in their best interest. It's a deliberately murky game that focuses on the often untold stories of wartime. The goal is to survive until a ceasefire ends the fighting, but since the game randomizes a lot of the events and resources with each playthrough, the player never knows how long they might have to hold out or how far they might have to go to survive. This War of Mine has sold over 2.5 million copies and has reeled in numerous awards from organizations like SXSW and IGF. Sales of the DLC content related to This War of Mine support the War Child charity that provides assistance to children who are currently living under conflict conditions of the aftermath of war. The studio will be giving away This War of Mine: Anniversary Edition that includes new characters, locations, and a completely new ending. You have until this Sunday, April 8, to download the game from Steam.
  5. Ever been curious about how the shops in RPG’s obtain their wares? Moonlighter aims to answer that burning question. The game stars Will, a shopkeeper with big dreams of becoming a hero. When he’s not running his business during the day, he “moonlights” as an adventurer, exploring caves, fighting monsters, and collecting treasure. Moonlighter’s design reflects Will’s double-life, dividing its gameplay into two disparate halves: top-down, action-adventure and market simulator. So far, it seems that developer Digital Sun has managed to weave both ideas together in a harmonious and fun way. The dungeon crawling sections sport elements of roguelites, with procedurally generated room arrangements and the loss of your loot upon death. Will wields two weapon types, which can include swords, spears, and bows, to hack and slash his way through monsters in search of treasure. Traps litter certain rooms, and others house special portals that teleport players to different, more challenging levels. While moment-to-moment gameplay features little out of the ordinary for genre enthusiasts, the various systems around it help Moonlighter stand out. Inventory management features a lot more than just shoving stuff into a bag. Multiple rows can hold items, but only stuff stored in the top row (representing Will’s pockets) will stick with him should he fall in battle. Thus, keeping your most valuable stock up top is highly recommended. Warping out of dungeons requires players to sell a certain amount treasures on the spot. You’re giving up some loot, but the hefty cost of death might make a speedy escape worth the cost, especially if you’re sitting on a good haul. Like a good businessperson, you’ve got to spend money to make money. My favorite menu element are special “cursed” items that come with various effects and create a near meta-game out of inventory. Some stipulations are relatively minor, like object that can only be kept in the bag’s bottom row. Others can be very useful, such as a curse that transforms itself into 10 duplicates of a nearby material. Curses can even work in conjunction with each other. One curse masks an item’s identity until you exit the dungeon. Another curse can dispel the ability of another, adjacent cursed object. When I moved a hidden item near a curse-remover, its identity was revealed, saving me from having to make the trip outside. Not since playing inventory Tetris in the Resident Evil series has dinking around my baggage felt this engaging. After getting my feet wet with combat in the brief prologue, Moonlighter began teaching me the ins and outs of running a storefront. Collected loot can be put up for sale at whatever price you deem appropriate. However, a product’s worth won’t be determined until customers scrutinize your inventory, so determining prices creates an initial guessing game. Cute emoticons express whether customers feel something is too cheap, too expensive, or priced reasonably. My personal favorite emote is a sort of pouty face indicating that an item’s expensive but they’ll begrudgingly buy it anyway. If a patron turns their nose up at something, you’ll need to lower the price. If someone bites the bullet on a big ticket item, you can continue charging that fee since you know people will drop the dough on it. I got a real kick out of seeing patrons open their wallets to my sometimes hilariously lofty prices. Once a sale has been made, a helpful ledger records the values for sold merchandise for future reference, eliminating that early guess work. Additionally, the book orders inventory by price, giving you a clear idea of the values of stock compared with each other. My immediate concern with shop gameplay was that it would eventually grow repetitive once the values of most goods were established, but the developers assured me that Will’s business, as well as consumer demands, evolve over time. As profits increase, the store can expand, allowing for a larger stock of merchandise as well as letting more customers visit. You can even decorate to create an atmosphere of fanciness, which might allow you to charge higher prices (the team cited the presentation of Apple stores as a humorous comparison). As customer tastes change, a once-hot commodity may not fetch a passing glance. Conversely, a cheap material could suddenly skyrocket in demand, justifying a price hike. Furthermore, some customers may even ask Will to carry certain goods, creating sidequests. It remains to be seen if these scenarios occur often enough to shopkeeping interesting in the long run, but it’s reassuring to know the same motions won’t be repeated ad nauseam. Will’s business isn’t the only game in town. The town of Rynoka is home to a blacksmith that sells and improves armor/weapons, as well an “overpriced” item store. A witch’s shop is the only business that remains open at night, selling potions, weapon enchantments, and holds nightly sales. Certain materials are better left off the show floor and used to trade at these stores. The devs stated some players even use the inventory of merchants as a point of comparison when determining how to price your own stock. I was definitely amused by the idea of intentionally undercutting the expensive item shop, for example. After business concluded for the day and I dove back into a dungeon. Moonlighter’s primary loop became clear: explore labyrinths, gather treasure, sell said treasure, purchase better equipment/upgrades, visit tougher levels, repeat. More difficult floors open up after several runs with richer rewards. But you’ll need superior gear to survive, but new equipment generally sports high price tags, providing incentive to maximize profits at the store. I realized Moonlighter’s hooks were digging in when I entered a typical combat room in which clearing its enemies would normally cause treasure to appear. However, nothing did, but instead of feeling slighted, the materials left behind by the slain foes was reward enough. I excitedly thought “Oh cool, I can sell these in my shop!” As a Zelda fan, it doesn’t take much to get me on board with similarly designed experiences. Engaging in the doldrums of managing a business, however, was a different story. When I learned Moonlighter was as about selling goods as it was exploring dungeons, my initial enthusiasm dropped a bit. Setting prices, waiting around for customers–it all sounded rather dull. By the end of my hour-long session, my tune changed. Moonlighter has the potential an engrossing and enjoyable spin on the action/RPG. The shop mechanic is a neat angle that’s backed by solid roguelite gameplay, all wrapped in a charming pixel art presentation. I look forward to opening up shop when Moonlighter arrives later this year for Xbox One, PlayStation 4, PC, and Mac. View full article
  6. Ever been curious about how the shops in RPG’s obtain their wares? Moonlighter aims to answer that burning question. The game stars Will, a shopkeeper with big dreams of becoming a hero. When he’s not running his business during the day, he “moonlights” as an adventurer, exploring caves, fighting monsters, and collecting treasure. Moonlighter’s design reflects Will’s double-life, dividing its gameplay into two disparate halves: top-down, action-adventure and market simulator. So far, it seems that developer Digital Sun has managed to weave both ideas together in a harmonious and fun way. The dungeon crawling sections sport elements of roguelites, with procedurally generated room arrangements and the loss of your loot upon death. Will wields two weapon types, which can include swords, spears, and bows, to hack and slash his way through monsters in search of treasure. Traps litter certain rooms, and others house special portals that teleport players to different, more challenging levels. While moment-to-moment gameplay features little out of the ordinary for genre enthusiasts, the various systems around it help Moonlighter stand out. Inventory management features a lot more than just shoving stuff into a bag. Multiple rows can hold items, but only stuff stored in the top row (representing Will’s pockets) will stick with him should he fall in battle. Thus, keeping your most valuable stock up top is highly recommended. Warping out of dungeons requires players to sell a certain amount treasures on the spot. You’re giving up some loot, but the hefty cost of death might make a speedy escape worth the cost, especially if you’re sitting on a good haul. Like a good businessperson, you’ve got to spend money to make money. My favorite menu element are special “cursed” items that come with various effects and create a near meta-game out of inventory. Some stipulations are relatively minor, like object that can only be kept in the bag’s bottom row. Others can be very useful, such as a curse that transforms itself into 10 duplicates of a nearby material. Curses can even work in conjunction with each other. One curse masks an item’s identity until you exit the dungeon. Another curse can dispel the ability of another, adjacent cursed object. When I moved a hidden item near a curse-remover, its identity was revealed, saving me from having to make the trip outside. Not since playing inventory Tetris in the Resident Evil series has dinking around my baggage felt this engaging. After getting my feet wet with combat in the brief prologue, Moonlighter began teaching me the ins and outs of running a storefront. Collected loot can be put up for sale at whatever price you deem appropriate. However, a product’s worth won’t be determined until customers scrutinize your inventory, so determining prices creates an initial guessing game. Cute emoticons express whether customers feel something is too cheap, too expensive, or priced reasonably. My personal favorite emote is a sort of pouty face indicating that an item’s expensive but they’ll begrudgingly buy it anyway. If a patron turns their nose up at something, you’ll need to lower the price. If someone bites the bullet on a big ticket item, you can continue charging that fee since you know people will drop the dough on it. I got a real kick out of seeing patrons open their wallets to my sometimes hilariously lofty prices. Once a sale has been made, a helpful ledger records the values for sold merchandise for future reference, eliminating that early guess work. Additionally, the book orders inventory by price, giving you a clear idea of the values of stock compared with each other. My immediate concern with shop gameplay was that it would eventually grow repetitive once the values of most goods were established, but the developers assured me that Will’s business, as well as consumer demands, evolve over time. As profits increase, the store can expand, allowing for a larger stock of merchandise as well as letting more customers visit. You can even decorate to create an atmosphere of fanciness, which might allow you to charge higher prices (the team cited the presentation of Apple stores as a humorous comparison). As customer tastes change, a once-hot commodity may not fetch a passing glance. Conversely, a cheap material could suddenly skyrocket in demand, justifying a price hike. Furthermore, some customers may even ask Will to carry certain goods, creating sidequests. It remains to be seen if these scenarios occur often enough to shopkeeping interesting in the long run, but it’s reassuring to know the same motions won’t be repeated ad nauseam. Will’s business isn’t the only game in town. The town of Rynoka is home to a blacksmith that sells and improves armor/weapons, as well an “overpriced” item store. A witch’s shop is the only business that remains open at night, selling potions, weapon enchantments, and holds nightly sales. Certain materials are better left off the show floor and used to trade at these stores. The devs stated some players even use the inventory of merchants as a point of comparison when determining how to price your own stock. I was definitely amused by the idea of intentionally undercutting the expensive item shop, for example. After business concluded for the day and I dove back into a dungeon. Moonlighter’s primary loop became clear: explore labyrinths, gather treasure, sell said treasure, purchase better equipment/upgrades, visit tougher levels, repeat. More difficult floors open up after several runs with richer rewards. But you’ll need superior gear to survive, but new equipment generally sports high price tags, providing incentive to maximize profits at the store. I realized Moonlighter’s hooks were digging in when I entered a typical combat room in which clearing its enemies would normally cause treasure to appear. However, nothing did, but instead of feeling slighted, the materials left behind by the slain foes was reward enough. I excitedly thought “Oh cool, I can sell these in my shop!” As a Zelda fan, it doesn’t take much to get me on board with similarly designed experiences. Engaging in the doldrums of managing a business, however, was a different story. When I learned Moonlighter was as about selling goods as it was exploring dungeons, my initial enthusiasm dropped a bit. Setting prices, waiting around for customers–it all sounded rather dull. By the end of my hour-long session, my tune changed. Moonlighter has the potential an engrossing and enjoyable spin on the action/RPG. The shop mechanic is a neat angle that’s backed by solid roguelite gameplay, all wrapped in a charming pixel art presentation. I look forward to opening up shop when Moonlighter arrives later this year for Xbox One, PlayStation 4, PC, and Mac.
  7. In 2014, Polish developer 11 bit studios released the award-winning This War of Mine, a survival game focused on the civilian perspective of war. Last year, the developer announced their return to the survival genre, this time in a vastly different setting. Enter Frostpunk, a brutal look at the struggle of surviving in a frozen wasteland. Frostpunk's first trailer, "The Fall," released last August. In it, viewers got to get a glimpse at the perils that this new frostbitten world would unleash. During E3 2017, developers divulged gameplay details. Rather than centering on the individual like This War of Mine, Frostpunk looks at society as a whole and how it handles the most extreme situations. "What [is] society capable of when pushed to the limits? Are we able to survive? Who do we become in the process?" asks the informational materials for the game. Frostpunk takes place in an alternate reality 19th century with civilization erased by a deep freeze and only small bits of humanity remain. The player takes control of an expedition seeking means of survival, and in this world, that means finding a generator. They locate this crucial resource, but of course, plans have gone awry. A storm has isolated the small band of survivors around a frozen generator inside of a crater. As the game begins, the player will have to get the generator going by gathering supplies before beginning construction of a city. From there, gameplay takes the approach of the city builder with resource gathering limitations and daily survival goals such as warmth and food. What differentiates it is the emotional element. Every decision the player makes will have some sort of consequence for the individual inhabitants as well as the society as a whole. Choices will come down to morality weighed against survivability. "The game is about survival, but it's really about survival of the society, not any one particular individual," said Jakub Stokalski, Senior Lead Designer at 11 bit studios during an E3 demonstration. The leader mechanic forces players to make far-reaching decisions that look out for the good of the group (aka a rational strategy for survival). But the game's design will have the player be up and personal with the personal impact of those decisions. Enacting laws is a core feature of Frostpunk. An early example may be the choice to use child labor or how to deal with the sick and injured. Survivors will then gain or lose "hope" or "discontentment" metrics based on decisions. The society then shapes around not only chosen laws but how they are established. The survivors won't merely do the bidding of the player. They react and form opinions. For example, if a player decides to use child labor, the citizens will generally accept the necessity of the act but will comment about it. The long-term consequences unfold as the game plays out. Players will start out with an initial group of survivors, but beacons will let any others discover the location of the settlement. Utilizing the workforce effectively will be a challenge for players. They are key to building resources like medical posts or even shelters, but they are a limited supply. Pushing the workforce to work in unsafe or cold conditions can lead them to be sick or injured and that will strain the population. Research unlocks new technology, but that, of course, requires labor. The world initially starts in the crater but expands to more locations (the scope of exploration is not yet known). Like any city builder, the goal is to create an impressive settlement, but the survival element adds the need for planning. "You are expected, as the leader of these people, to strategize into the future and not just react to problems as they come," said Stokalski, "doing that will get you nowhere." Frostpunk will have a sandbox mode with randomized challenges as well as a story mode. Stokalski estimated that the story mode would take players around 30-40 in-game days to complete. The game is currently in pre-alpha and the developers are hoping to finish by the end of 2017. Stokowski, however, did mention that the team has a focus on quality, and if the game needs more time, it will be taken. View full article
  8. In 2014, Polish developer 11 bit studios released the award-winning This War of Mine, a survival game focused on the civilian perspective of war. Last year, the developer announced their return to the survival genre, this time in a vastly different setting. Enter Frostpunk, a brutal look at the struggle of surviving in a frozen wasteland. Frostpunk's first trailer, "The Fall," released last August. In it, viewers got to get a glimpse at the perils that this new frostbitten world would unleash. During E3 2017, developers divulged gameplay details. Rather than centering on the individual like This War of Mine, Frostpunk looks at society as a whole and how it handles the most extreme situations. "What [is] society capable of when pushed to the limits? Are we able to survive? Who do we become in the process?" asks the informational materials for the game. Frostpunk takes place in an alternate reality 19th century with civilization erased by a deep freeze and only small bits of humanity remain. The player takes control of an expedition seeking means of survival, and in this world, that means finding a generator. They locate this crucial resource, but of course, plans have gone awry. A storm has isolated the small band of survivors around a frozen generator inside of a crater. As the game begins, the player will have to get the generator going by gathering supplies before beginning construction of a city. From there, gameplay takes the approach of the city builder with resource gathering limitations and daily survival goals such as warmth and food. What differentiates it is the emotional element. Every decision the player makes will have some sort of consequence for the individual inhabitants as well as the society as a whole. Choices will come down to morality weighed against survivability. "The game is about survival, but it's really about survival of the society, not any one particular individual," said Jakub Stokalski, Senior Lead Designer at 11 bit studios during an E3 demonstration. The leader mechanic forces players to make far-reaching decisions that look out for the good of the group (aka a rational strategy for survival). But the game's design will have the player be up and personal with the personal impact of those decisions. Enacting laws is a core feature of Frostpunk. An early example may be the choice to use child labor or how to deal with the sick and injured. Survivors will then gain or lose "hope" or "discontentment" metrics based on decisions. The society then shapes around not only chosen laws but how they are established. The survivors won't merely do the bidding of the player. They react and form opinions. For example, if a player decides to use child labor, the citizens will generally accept the necessity of the act but will comment about it. The long-term consequences unfold as the game plays out. Players will start out with an initial group of survivors, but beacons will let any others discover the location of the settlement. Utilizing the workforce effectively will be a challenge for players. They are key to building resources like medical posts or even shelters, but they are a limited supply. Pushing the workforce to work in unsafe or cold conditions can lead them to be sick or injured and that will strain the population. Research unlocks new technology, but that, of course, requires labor. The world initially starts in the crater but expands to more locations (the scope of exploration is not yet known). Like any city builder, the goal is to create an impressive settlement, but the survival element adds the need for planning. "You are expected, as the leader of these people, to strategize into the future and not just react to problems as they come," said Stokalski, "doing that will get you nowhere." Frostpunk will have a sandbox mode with randomized challenges as well as a story mode. Stokalski estimated that the story mode would take players around 30-40 in-game days to complete. The game is currently in pre-alpha and the developers are hoping to finish by the end of 2017. Stokowski, however, did mention that the team has a focus on quality, and if the game needs more time, it will be taken.
  9. Being a small studio, 11 bit studios doesn't have a robust translation department. However, they want their indie hit about people struggling for survival during wartime to be played by as many people around the world as possible. Their solution to bring This War of Mine to the widest possible audience is kind of brilliant. We've seen a lot of companies and people tapping into the power of crowdsourcing to get games funded, prove concepts, and support ongoing projects. What we've never seen before is a company turning officially to the internet to crowdsource translations. Usually, games are translated by in-house translators or third party companies that specialize in translation. If a game achieves a large enough following or find its way into the hands of super fans who have the necessary skills, they are sometimes unofficially translated into languages that are outside of the core market languages like English, Japanese, French, German, Spanish, etc. 11 bit studios aims to change that with their new tool, Babel. Babel was created with the help of community members from Vietnam and Hungary and, alongside the launch of the Babel tool, This War of Mine can now be played in Vietnamese and Hungarian with Czech following soon. People who are interested in joining and translating the game into new languages can register at babel.thiswarofmine.com and join/create the team translating This War of Mine into the language they'd like to see it in. Granted, this tool is only for This War of Mine, but imagine if it proved to be immensely popular and was modified to work with other titles. This could be really amazing for populations that might not otherwise see games in their native language.
  10. Being a small studio, 11 bit studios doesn't have a robust translation department. However, they want their indie hit about people struggling for survival during wartime to be played by as many people around the world as possible. Their solution to bring This War of Mine to the widest possible audience is kind of brilliant. We've seen a lot of companies and people tapping into the power of crowdsourcing to get games funded, prove concepts, and support ongoing projects. What we've never seen before is a company turning officially to the internet to crowdsource translations. Usually, games are translated by in-house translators or third party companies that specialize in translation. If a game achieves a large enough following or find its way into the hands of super fans who have the necessary skills, they are sometimes unofficially translated into languages that are outside of the core market languages like English, Japanese, French, German, Spanish, etc. 11 bit studios aims to change that with their new tool, Babel. Babel was created with the help of community members from Vietnam and Hungary and, alongside the launch of the Babel tool, This War of Mine can now be played in Vietnamese and Hungarian with Czech following soon. People who are interested in joining and translating the game into new languages can register at babel.thiswarofmine.com and join/create the team translating This War of Mine into the language they'd like to see it in. Granted, this tool is only for This War of Mine, but imagine if it proved to be immensely popular and was modified to work with other titles. This could be really amazing for populations that might not otherwise see games in their native language. View full article
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