Band Saga is a musical roguelike—basically it generates action roguelike dungeons based on its own Genesis-like FM sequencer, which can then be played through. You can generate levels based on importing your own MIDI music, or by composing music within the game (which can be shared with a text string online with other players). Also interesting is that you can change a song while playing through the dungeon based on that song, which would then affect the dungeon you are in. And as you can see from the trailer, the animation is also very nice.
I interviewed Rekcahdam to get a more in-depth look into how it all works, read it under the jump!
Dog And Pony Studio (DAPS) is looking to raise just $10,000 in the final four days of their Kickstarter campaign for Pyrella, a Metroidvania-type game where the female protagonist is the only light burning against an unholy darkness. According to designer Jim Burner:
DAPS needs to raise $10,000 before the end of the game’s Kickstarter in just four days, but the team is hopeful. The game has been submitted to Steam Greenlight, and the campaign has several stretch goals ranging from character customization and alternate endings to entirely new game areas and even a PlayStation 4 port of the completed game.
If this project sounds like one you would like to see completed, be sure to head over to the project’s Kickstarter page to learn more and contribute.
After more than two years since the last update, a new version of Dwarf Fortress has been released by developer Tarn Adams. As always, the game is entirely free, despite it being Tarn’s full-time occupation – he is supported by the generous donations of players.
One of the largest and most notable features of this new update is that the in-game world will no longer be static after its initial generation, but will continue to change and evolve on its own in the background. This will include events ranging from civilization-scale events like foundings and conquests, to more individual actions such as births and deaths of historical figures. Additionally, forts that the player has “retired” will continue to operate within the world, rather than simply becoming abandoned, allowing for the player to visit them in Adventurer Mode and interact with the citizens.
Other notable changes with this update will include multi-tile trees, new site designs for several races, and overhauls of various systems including combat, conversation, movement, and AI. A more extensive changelog can be found here.
Image: Forgotten Beast, by Torgeir Fjereide
Indie studio Ctytivo Games has just launched the Kickstarter campaign for their first big project, The Universim.
The Universim certainly aims high, promising to be a god game (presented by Crytivo Games as a “planet-management” game) in which you are tasked with guiding a race from the stone age to the space age. The player will achieve this primarily through indirect action, such as influencing the technological aspirations of the race, deciding where they will found their cities, and even when wars will be fought and for how long (and to what end). Once the player’s race has developed sufficiently, they will take to the stars in search of other planets that they may colonize. Each planet will have different environments and present different challenges to habitation, but the player will continue to guide their race in their efforts to become a universe-spanning empire.
Although the game seems to verge on being a Molyneux-ian pipe dream, the gameplay trailer unveiled today with the Kickstarter campaign shows that they have already completed a significant amount of the game. With Kickstarter, they are now hoping to raise the final funds to complete the game, setting the goal at $320,000. Beyond that, they have laid out potential stretch goals that they hope to be able to implement, such as planet and building editors and a multiplayer mode.
To see more and keep up with The Universim, head on over to the game’s website and TIGForums devlog. If you like what you see and want to help fund the game through to completion, be sure to stop by the game’s Kickstarter page and pledge.
In a turn-based reality, an alternate spacetime of real-time has been discovered. Unfortunately, the conflicting spacetimes have ripped apart the cosmos in a “real-time/turn-based time-vortex.” That is the setup for Funktronic Labs’ upcoming game, Nova-111, where turn-based strategic planning meets real-time reactions and urgency. The player is placed at the helm of the titular Nova-111, a relatively harmless research vessel tasked with exploring cavern after cavern in an effort to rescue survivors stranded after the vortex smashed the two spacetimes together.
Along the way, players will discover powerful upgrades to their ship and encounter many different types of obstacles in the form of environmental dangers and monsters. Some of these monsters will attack in turn-based time, and some in real-time. These two time scales, along with the monsters’ differing attacks, fuse together to create an almost puzzle-like experience, and the player is quickly taught to approach enemy encounters more in dances of infighting and timing rather than simply engaging in direct combat.
What better way to spend Valentine’s Day with your sweetheart(s) than playing one of the oldest and best freeware local multiplayer deathmatch games, Liero? Released in 1998 by Finnish programmer Joosa Riekkinen, Liero quickly became a cult classic for its slick controls, destructible terrain, and numerous diverse weapons. Although the original source code was lost, fans have released a number of successful clones and remakes, such as NiL and Gusanos.
Last year, however, a new, “official” version of Liero was released, 1.36. Although not developed by Joosa Riekkinen, Liero 1.36 is more or less an exact simulation of the original and has received the creator’s blessing to use the name. This update runs “on almost any OS”, fixes the few bugs that were present in Liero 1.33, and also adds a host of welcome features, such as post-game stats and an enjoyable new mode, called “Hold a Zone”, where players must claim and protect small sections of the map for a specified period of time.
The AI is also significantly improved, making single-player Liero a viable way to play for the first time. So even if you’re your own Valentine today there’s no reason why you can’t also enjoy the sweet sounds of bleeding worms violently grunting amidst hails of Zimms, Mini-Nukes, Banana Bombs, and other classic weapons.
The teaser trailer above comes from Team Junkfish, announcing their next game, Monstrum. Previously known as Project: Maize, the game promises to be “Like Alien, but at sea.” Team Junkfish hopes to “[focus] on the oft forgotten ‘survival’ element of survival horror games,” by thrusting players into the dark corridors of an abandoned cargo ship, cut-off and alone – except for the presence of a deadly beast that stalks their every move. Players will have to avoid the monster as they search the ship for a possible way to escape, ” using their wits and guile to evade the monster hunting them, running, hiding and luring it away with distractions to avoid getting killed.” Offering permadeath and a procedurally-generated ship that changes each playthrough, Monstrum will also support the Oculus Rift for added
immersion pucker factor.
Team Junkfish plans to show off some gameplay at this year’s GDC (Booth 1238) and EGX Rezzed in March, but curious players can follow the team’s postings on on the Team Junkfish website or the Monstrum Facebook page for more information as it surfaces.
Currently slated for a release in the spring of 2014, Clockwork Empires aims to provide players with a Dwarf Fortress-like experience with a Victorian-steampunk flavor. As citizens of “The Empire,” your colonists will each have unique personal histories, leading them to interact with one another, form social class structures, and work various jobs within the colony. Thrown into the mix for good measure will be elements of Lovecraftian cosmic horror as fishmen may attack from the sea or your citizens may become cultists under the spell of eldritch gods. Gaslamp Games plans to incorporate native support for “successive multiplayer” and save-game sharing, hopefully offering plenty of opportunities for Boatmurdered-like stories to emerge.
The 0.22 update for Kerbal Space Program is scheduled to launch tomorrow, and will bring with it a new research-and-development system.
This update will be the first version to allow players access to the structured “Campaign” mode, which attempts to provide more structured gameplay than the current “Sandbox” mode. Players will now be able to collect scientific data on their various missions, which can then be used to progress along a branched tech tree and unlock new, more advanced parts. The game’s development studio, Squad, has plans to add even more of a “tycoon-like” structure to the game in future updates, with a part-cost system and procedurally-generated missions.
Playing the beta for Santa Ragione’s upcoming indie title, MirrorMoon EP, I am immediately reminded of another game of space exploration, Noctis. Like that spiritual predecessor, MirrorMoon EP sees players drifting aimlessly from star system to star system in a shared, procedurally-generated “galaxy,” exploring planets littered with strange features and mysterious ruins. A bit of multiplayer flair is added by the ability for players to name any system that they are the first to explore – a designation that will be seen by any other players exploring that galaxy. Throw in a bit of the zen-like feel of Proteus and an interactive cockpit that draws inspiration from the infamous controller from Steel Battalion, and I quickly found myself entirely immersed in this gem of a game.
Scheduled for release on September 4th, MirrorMoon EP is currently in beta (available for a discounted pre-order price of $8.99USD), providing players with a tutorial level from the planned single-player “Side A” and thousand-system galaxies on the multiplayer “Side B.” Santa Ragione have ensured that the game will procedurally create new galaxies as needed so that there will always be new systems to explore, and they are also actively using player feedback from the beta to shape the gameplay and puzzles encountered throughout the game. So why not check it out and let them know what you think?