The cult classic survival roguelike UnReal World is now donationware as of version 3.16. Creator Sami Maaranen cites faster releases as the reason for the switch, saying “massive AI, end-game and graphics improvements are underway and I’d like to keep releasing new versions whenever substantial new features are up and running”. People who already own a full license to the game are still entitled to free updates should it ever revert back to a paid scheme (a possibility that Maaranen acknowledges).
Although it’s a lesser-known roguelike, UnReal World has garnered a cult following for its complex combat and survival systems, as well as its unique portrayal of Finnish history and mythology. Unlike many dungeon crawlers, UW is extremely open-ended, allowing the player to play a number of non-combat roles such as hunter, hermit, fisherman, or trader. More often than not, the elements are your worst enemy, and understanding how to survive in an Iron Age Finnish wilderness is one of the game’s major challenges.
I’m guessing most of you learned what dysentery was at a young age, and I’d also bet that your teacher wasn’t the reason why. MECC found a way to incorporate real history and fun gameplay into a groundbreaking educational game to teach players not just what happened, but what it was like to be there. What The Oregon Trail did for the Oregon Trail, Sortasoft’s Meriwether aims to do for the Lewis and Clark Expedition.
In 1804, President Thomas Jefferson commissioned Meriwether Lewis and William Clark to travel across the United States to the West Coast. They were to catalog and study the plants, animals, natural resources, and geography along the way. They were also charged with establishing trade and U.S. sovereignty over the Native Americans along the Missouri River. Helping them in these endeavors was a small group of volunteers known as the Corps of Discovery.
Gameplay in Meriwether consists of two types of levels. In Lewis levels, the player will be navigating handcrafted levels focused on storytelling and dealing with situations that faced the actual expedition. In the travel mode, players will control the entirety of Meriwether’s Corps of Discovery through procedural wilderness as you gather resources, discover wildlife and ration whiskey. In both modes, Sortasoft seems committed to delivering a historically plausible account of the expedition. They have even gone so far as to have a Lewis and Clark historian involved in the project. However, Meriwether isn’t meant to be just a fun experience for history buffs, but for anyone looking for an entertaining survival/exploration game.
I actually had a chance to play this game about a year ago and found it extremely involving, even at such an early state. From the looks of their Kickstarter page, the game has improved by leaps and bounds since then. Check it out for tons more information on the project and the expedition itself. Who knows, you might even learn something!
Colin Northway’s physics puzzler Incredipede came out last week. In this unique game you guide a little cyclopean creature named Quozzle to the sunbeam at the end of 60 pre-made levels or a potentially infinite number of user-made levels (currently there are over a hundred in the in-game level browser). The challenge arises from controlling Quozzle’s legs, which are built out of long bones and squishy muscles. Some levels will give you a pre-made body and task you with the movement only, whereas others will let you place musculature or even bones. Needless to say, solutions to Incredipede’s levels can be quite varied and the free-form nature of the puzzles are a big part of the game’s appeal.
Overall, the production values are quite good, with attractive woodblock-style visuals by Thomas Shahan and sound effects by Super Meat Boy’s Jordan Fehr. Perhaps most impressive, however, is the game’s interface, which is quite intuitive, whether you’re adding legs to Quozzle or developing your own level to share with other players online. This is especially important given how often you’ll be tweaking your creations, which, if you’re anything like me, will veer toward the break-dancing, as-many-legs-as-possible variety.
Fans of Colin’s first title, Fantastic Contraption, will feel at home with Incredipede, as they are similar games at heart. Incredipede is available for $15 direct or from GOG.com. An 11-level demo is playable on the game’s website but does not include any of levels where you get to design your own Quozzle.
Steam Greenlight: Incredipede
Warsow is a free, open source competitive FPS game built on Qfusion, a heavily modified version of the Quake 2 engine. In development for 7 years, the design is based on Quake 3 but adds new movement abilities – such as dashing, wall jumping, and ramp sliding – that are accessible via a special key. Additionally, Warsow has a number of features that make it easy to modify the game and spectate matches.
The game finally reached version 1.0 yesterday.
(Thanks, Türbo Bröther!)
Run, by Chris Whitman (also known to old-time forum folk as “I Like Cake”), is a game that you can play for free or buy. He describes it as an existential horror farming game. The game cycles between three modes of play.
[This is a guest post from Offal]
Developer Calvin French has released long awaited action-adventure game The Real Texas,
presently purchasable at a discounted early-release price. In the game, you follow the story of a vacationing cowboy who finds himself on an unexpected journey in a land full of strange happenings and peculiar personalities. You solve puzzles and explore the boundaries of a well developed overworld, and the deep challenging dungeons that lie beneath.
Botanicula is the latest adventure game from Amanita Design, the creators of the Samorost series and Machinarium. It was released today as part of a Humble Bundle that includes all of their titles, but you can also purchase the game from GOG.com.
Booting up Bloodlands, you’re met with a warning screen that indicates the level of action the title is aiming for – the screen that greets you is a tribute to Cave’s famous shoot ‘em up DonPachi. It’s a tall order for any game, but especially one that’s made in the ANSI-based game creation tool Megazeux! But Maxim, who developed Bloodlands over the course of two years, has managed to squeeze a lot out of the aging engine, offering some pretty intense “dual stick” arena shooting with a full complement of cutscenes and special effects.
[This is a guest review by SirNiko. Originally posted on TIGForums.]
I finished Deadly Rooms of Death: Gunthro and the Epic Blunder and the bonus dungeon “Flood Warning”. This is a great series, but this entry is a little disappointing. I feel it’s my duty to outline it for those who haven’t played.
For those that are new to DROD, Deadly Rooms of Death is a puzzle game wherein you move the player around a grid-based world, killing monsters by carefully moving to hit them with your sword while keeping them from catching you and killing you in revenge. The result feels a little bit like chess meets the Adventures of Lolo. The game is broken into multiple levels, each of which contains roughly a dozen rooms. Slaying all the monsters in a room “clears” it, sometimes unlocking doors or allowing passage to new rooms. Clearing levels is required to advance the game. The experience is entirely cerebral.
Gunthro and the Epic Blunder is the fourth game in the main series, not counting some expansion-pack style bonus dungeons and DROD RPG, which more closely resembles Tower of the Sorcerer. The story is a prequel that takes place between DROD 1 and 2. Mechanically, the game is the easiest of the lot. This is in sharp contrast to the rapidly scaling difficulty of the previous games.