New gameplay footage of the procedurally-generated open world game No Man’s Sky, which is coming to PlayStation 4 as well as PC (EDIT: PC is actually unconfirmed). From the creators of Joe Danger.
Following a successful Indiegogo campaign that raised nearly double its $48,000 goal, Thomas Biskup has been working steadily to bring his legendary roguelike ADOM to a generation of players that might be more familiar with “roguelikelikes” and “roguelites” than the genre that inspired them all. First released in 1994, ADOM (full title: Ancient Domains of Mystery) is widely considered to be one of the “Big 4″ defining roguelikes, along with Nethack, Dungeon Crawl, and Angband. An incredibly expansive and challenging game, it’s remained relatively obscure to mainstream game players, due in no small part to its ASCII graphics, closed source, and lack of updates past 2002. With this renewed development, Thomas seeks to remedy that (although as far as anyone knows, the source will remain closed).
A lot is planned for ADOM and a lot has already been done: a lovely graphical tileset, sound, a mouse-driven UI, and new monsters, items, quests, classes, and more. You can experience all of these in the current public version (1.2.0p23), which also includes a new tutorial mode. It’s also on Steam Greenlight, where you can vote for it and help get it released on Steam as a paid, “deluxe” edition alongside the freeware game. The price of ADOM on Steam has not yet been settled on.
It’s great to see the creator of one of THE classic roguelikes throw his hat back in the ring. There are many good reasons why these games have had such a strong and long-lasting influence and hopefully people who missed out on them the first time around will take this opportunity to try one out.
Given its immense popularity, fans have been eagerly awaiting a follow-up to Daisuke “Pixel” Amaya’s classic platformer Cave Story. While Kero Blaster isn’t a true sequel, it does have the charming aesthetics, memorable character design, and polish we’ve come to expect from a Pixel game. However, the adventure is also much smaller in scope – playing through two loops of the game will probably only take a few hours.
On iOS the game controls decently with an on-screen pad. Instead of a button, shooting is handled with a nifty triangular slider, which makes aiming easier and frees up your thumb for jumping. You can also get the Windows version from Playism, which supports keyboard and gamepads.
Kero Blaster probably won’t make a Pixel fan out of anyone who wasn’t already one, and for those who are, it could be a little disappointing due to the small scope. But what is there is quite enjoyable.
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.
Village-building simulator Banished was recently released on Steam, GOG, and the Humble Store.
From the website: In this city-building strategy game, you control a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland. The objective of the game is to keep the population alive and grow it into a successful culture. Options for feeding the people include hunting and gathering, agriculture, trade, and fishing. However, sustainable practices must be considered to survive in the long term.
Do you remember sitting in front of the TV on Saturday mornings with a big bowl of sugary cereal, watching the latest adventures of Proton Rider (Intern) Ace Ferrara as he fought off the Dino Menace? Wait – what? That was never a real Saturday-morning cartoon? Developer Philipp Seifried sure could have fooled me with his announcement trailer for the upcoming Ace Ferrara And The Dino Menace.
Described as “a space combat simulation game featuring mystery, romance, cat-augmentation, electronic brains, the Dino Wars, a scientific genius, his niece and her dog Ranger and a heartfelt appreciation for 80s sci-fi cartoons,” Ace Ferrara And The Dino Menace places players in the role of the titular Ace Ferrara, who has managed to gain an internship working with his heroes – the elite Proton Riders. Inspired by classic space-dogfighting games like the Wing Commander series, the game will offer a campaign of objective-based missions, with the story progressing through briefings and downtime interactions on board the Proton Riders’ flagship, Discordia. Philipp Seifried (the game’s sole developer in charge of “graphics, code, music, writing and cat-petting”) aims to launch the game on iOS devices this spring, with planned releases for Android, PC, and Mac following not too long after. You can keep up with the game’s development through its DevLog on TIGForums.
Hit the jump for some early gameplay footage and screenshots of Ace Ferrara and The Dino Menace.
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.
Red Hook Studios’s gorgeously gothic RPG Darkest Dungeon went live on Kickstarter just nine hours ago, and is already looking ready to slay its goal of $75,000. Boasting the traditional roguelike staples of procedurally-generated levels, permadeath, and turn-based combat, Darkest Dungeon also promises an “uncompromising, unforgiving, and unconventional” approach to the classic dungeon crawler. Drawing influence from the creeping terror of H.P. Lovecraft’s literary works, Red Hook Studios hopes to implement an “Affliction System,” forcing the player to contend with “paranoia, abusiveness, fear, irrationality, and a host of gameplay-meaningful quirks” as they lead a team of heroes ever deeper into the dungeon.
With the game set to meet its funding goal within the first day, and with a long list of stretch goals promising ever more content and polish, Darkest Dungeon is a project I will certainly be keeping my eye on. To learn more, jump on over to the game’s site, or head straight to the game’s Kickstarter page to get on board.