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The Legend of Heroes: Trails Beyond the Horizon Review
The Legend of Heroes: Trails Beyond the Horizon Review We're in the Endgame Now (Sort Of) I find it difficult to formally review a game like The Legend of Heroes: Trails Beyond the Horizon . While it isn't difficult to quantify its elements; the difficulty instead lies in trying to land on how to recommend a game like Trails Beyond the Horizon , the thirteenth game in the franchise and the third game in the Calvard arc that began with Trails Through Daybreak, making the game extraordinarily difficult to recommend to non-diehard fans. However, that doesn’t stop Trails Beyond the Horizon from being an absolute triumph for the series, top-to-bottom. The Legend of Heroes: Trails Beyond the Horizon opens with a training exercise three months after the events of Trails Through Daybreak II . Van Arkride, protagonist of the previous two Daybreak games, takes center stage alongside his part-time assistant Feri Al-Fayed and teacher Bergard Zeman as they battle through an Augmented Reality combat simulation for the Marduk Company, a tech giant in the Republic of Calvard on the continent of Zemuria. Then, in the middle of the simulation, it is revealed that Van’s team is actually “racing” against another team on the opposite side of the augmented training area. The game swaps perspectives over to the second team, which features returning protagonist Rean Schwarzer from the Trails of Cold Steel quadrilogy, last seen in Trails into Reverie ; his combat partner and former student Altina Orion; and, perhaps most excitingly for diehard fans, Father Kevin Graham. Returning after a long absence Kevin was last playable in T rails in the Sky the 3rd and since then only seen in a piece of static artwork in Cold Steel IV , a piece of dialogue in Trails into Reverie , and another piece of static artwork in Trails Through Daybreak . After the training exercise concludes, the characters all go their separate ways, and the story splits into three routes; Van’s Route, Rean’s Route, and Kevin’s Route, all running parallel to one another, all under the backdrop of the Calvardian government preparing to launch the first ever manned rocket into space. [caption id="attachment_166536" align="alignnone" width="640"] The first ever instance of space travel in the series underpins the entire game.[/caption] The allure of returning characters, especially favorites like Rean and Kevin, might set off alarm bells in some players, as it runs the risk of being fanservice for the sake of fanservice. And, at times, Trails falls into those traps. However, Trails Beyond the Horizon is one of the finest examples of why a long-running, serialized franchise like this is so valuable. Every character in this franchise belongs to some sort of faction, whether they realize it or not. Rean is an excellent example of this; he is a practitioner of the Eight Leaves One Blade, a school of swordsmanship whose practitioners have been appearing since the very first game in the franchise. Rean’s story heavily focuses on his connection to the Eight Leaves One Blade, a story thread that has always felt like it was building to something, though, like many groups in the franchise, it it is never exactly clear what. That said, it helps that when these characters return, it is as if they never left the franchise. Rean’s interactions with Altina and a certain other returnee are pitch perfect examples of this. While it’s clear they’ve all grown up in their time off screen, their interactions are written excellently. Though Rean and Kevin’s routes are immensely important and chock-full of exciting moments, in essence they serve to contextualize the events of Van’s route. After the prologue, it becomes clear that this is essentially Trails Through Daybreak III in all but name. Van’s morally-grey work as a Spriggan, effectively a private detective who isn’t afraid to get his hands dirty, is the template for every route’s side content, with both Rean and Kevin's groups fulfilling requests in his stead. Consequently, systems from the previous two games, such as conversation topics, light stealth sections, and moral choices, make their return. Van’s sections are longer, while the entire Daybreak cast returns and are all essential players in the arc. Trails Beyond the Horizon has far and away one of the most thrilling, thoughtful, and effective stories of the entire franchise. The epic qualities of the narrative are underpinned by incredibly effective and satisfying character writing, building up to one of the greatest finales this franchise has ever seen. Nihon Falcom’s show of restraint throughout the franchise, refusing to pull the trigger on certain key characters, figures, and reveals, pays off incredibly well here, while still managing to leave the player with more questions than answers by the time they roll credits. [caption id="attachment_166541" align="alignnone" width="640"] Kevin Graham returning is an absolute treat for fans.[/caption] It is a shame, then, that the PlayStation 5 review build crashed multiple times during the playthrough for this review, and twice during the finale. While autosave usually does an excellent job of preventing too much time from being lost, having to fight the final boss a second time just to see the final moments of the final cutscenes and roll credits did hurt the experience, though hopefully these issues will be fixed come launch, as was the case with the PS5 version of Daybreak I . hankfully, the rest of the game is fairly spotless on a technical level, with only some framerate drops in high-density areas and visually complex zones being noticeable. Turn-based combat remains much the same, with three additions; BLTZ, Shard Commands, and ZOC. BLTZ is relatively simple: sometimes a character who isn’t in the active party but is either in reserve or an extra non-playable member, will act as a free link in the turn order, either adding an additional follow-up to a basic attack or boosting Arts and Crafts that the player casts. It doesn’t have much of an effect beyond giving certain non-playable characters something to do in combat, though for some that might be enough. Shard Commands have a much more pronounced effect on combat. Instead of spending up to two full S-Boost gauges to activate shard skills that are more specific to individual character builds like in previous games, players can spend S-Boost gauges to Shard Commands passive effects that boost damage, lessen post-attack delay, and even reduce damage taken from attacks for the whole party over a set number of turns. While these effects may seem overpowered in the player’s favour, certain bosses are also able to utilize the mechanic, and if players want to cast a Shard Command while an enemy one is active, the cost increases by one S-Boost gauge. ZOC is a mechanic that acts as another double-edged sword. It allows for S-Boosting twice in the same turn allows for that character to immediately take a second turn, but certain bosses can naturally activate this effect as well, making it a jolt of excitement and dread whenever either side activates it. Each of these new additions to the turn-based combat framework do an excellent job of integrating themselves, and do a good job of balancing themselves while still feeling fun and adding even more depth to an already deep combat system. The real-time combat elements introduced in Daybreak are at their absolute finest in Trails Beyond the Horizon. In addition to normal attacks, charge attacks, and Quick Arts, activating ZOC in real-time combat slows time down and enhances damage dealt. Furthermore, certain characters, like Van, Kevin, and Rean, are able to activate Awakening, draining the S-Boost gauge but vastly increasing damage dealt and passively healing the awakened character. This makes real-time combat far more viable for defeating normal enemies, though it is still usually faster to stun an enemy in real-time and finish them off with a quick bout in turn-based combat. [caption id="attachment_166542" align="alignnone" width="640"] Combat brings some welcome additions from previous entries.[/caption] The Märchen Garten from Daybreak II returns in a different guise as the Grim Garten, though mostly it exists as an optional side story running alongside the main narrative. The same light dungeon-crawling, rogue-lite esque mechanics return from Daybreak II with a new coat of paint. In addition to less content overall, this time players have to complete Grim Garten before the "point of no return". Overall, it is highly recommended for those curious about the machinations of a certain Secret Society, and the break of pace makes it a fun addition. Presentation is another feather in the cap of this game’s accomplishments. The soundtrack, soundtrack, while not reaching the full highs of series, is easily the best of the Calvard arc, with some boss themes being definite earworms. The English voice acting is excellent. Though it hasn’t been terribly long since Trails into Reverie released in English, Sean Chiplock returning to the role of Rean Schwarzer is a definite highlight, though the cast across the board does an excellent job. However, the star of the show is the fully-animated event scenes. While these have been present since Trails Into Reverie , they are utilized to maximum effect in Trails Beyond the Horizon . They enhance every moment they are used for, and they are an essential piece of how well the finale comes together. For me, The Legend of Heroes: Trails Beyond the Horizon is easily the best game in the Calvard arc thus far, and one of the greatest games in the entire franchise, though with the caveat that it is made possible by building on twelve games worth of context. New players should really avoid leaping in here and go back to at least Trails Through Daybreak , but series fans are in for a treat. The narrative is excellent, the combat is in top form, and has never been at a higher level. Plus, with the release of this game, English language players are finally fully caught up with Japan. Nihon Falcom has started simultaneous global releases that will hopefully continue with the next entry, as with everything that Trails Beyond the Horizon has built upon it's incredibly exciting to see what comes next.     Disclosure: This review is based on a free copy of the game provided by the publisher. The post The Legend of Heroes: Trails Beyond the Horizon Review appeared first on RPGamer .
RPGamerJan 8
Sea of Remnants Receives Gameplay Trailer, Wanderer Test Set for February
Sea of Remnants Receives Gameplay Trailer, Wanderer Test Set for February Publisher NetEase Games and developer Joker Studio released a new gameplay trailer for free-to-play ocean adventure RPG Sea of Remnants . The six-minute video gives a look at mini-games, sailling, exploration, dungeon puzzles, and more. It comes ahead of the game's "Wanderer Test", which will run on PC from February 5-12, 2026. Those interested in participating can sign-up until January 23, 2025. Sea of Remnants  puts players in the role of a puppet-like sailor without any memories. Joined by a mysterious girl, they journey across the seas and uncharted islands around the nearby city of Orbtopia, uncovering its secrets. Players can recruit an assortment of fellow puppetfolk crew, customise their ship, and create teams to participate in exploration and turn-based battles. The game is said to feature over 300 characters aligned to different factions, with player choices altering storylines and alliances. In addition to the turn-based island combat, players also participate in real-time naval encounters as well as spend time on activities in Orbtopia including fishing, cooking, and mahjong.  Sea of Remnants  is planned to release for PC, PlayStation 5, iOS, and Android in 2026.   The post Sea of Remnants Receives Gameplay Trailer, Wanderer Test Set for February appeared first on RPGamer .
RPGamerJan 8
The Elder Scrolls Online Switching to Seasonal Update Model
The Elder Scrolls Online Switching to Seasonal Update Model ZeniMax Online Studios announcd that it is changing is update model for MMORPG The Elder Scrolls Online . The game will provide new content in the form of Seasons, which will each have a distinct theme running for three months. All gameplay content in each Season -- including any new zones, dungeons, storylines, systems, classes, or skill lines -- will be free for all owners of the base game, with each Season including its own battle pass-style experience offering free rewards and optional paid upgrade paths. The first Season, titled "Season Zero: Dawn and Dusk", will release for PC, Mac, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S on April 2, 2026, and run until July 8, 2026. It introduces the Night Market, a new Event Zone in the Oblivion realm of Fargrave, that will be available for that period. Here, players choose one of three unique factions and serve them in a PvE encounter gauntlet. It will include new stories, new characters, new quests, and a new earnable in-game home. Although they are only active for a limited time, Event Zones such as the Night Market are intended to return in future Seasons.     In addition, Season Zero will include quality-of-life changes such as the ability to respec Skills and Attributes directly from the UI at no cost, faster training for Riding skills, and increased furnishing limits for most player houses. It will also include refreshes of the Dragonknight class and Two-Handed Weapon skill line, plus a rework of Werewolf visuals and a new Challenge Difficulty option. ZeniMax Online Studios also revealed some of the contents of two further Seasons following Season Zero. Season One will include a new Thieves Guild questline, the return of Sheogorath, dynamic World Events, and a new end-game Trial, while Season Two will include the return of the Night Market, two new solo dungeons, a new large-scale World Events.     The post The Elder Scrolls Online Switching to Seasonal Update Model appeared first on RPGamer .
RPGamerJan 8
Vanran Gets Debut Gameplay Trailer
Vanran Gets Debut Gameplay Trailer Developer BECUZUS released the first global gameplay trailer for its dark fantasy action RPG Vanran . The video shows the game's combat system and some of the enemies players will face, as well as introducing its protagonist Kaleb, a lone warrior fighting through a corrupted underworld. The developer also revealed that a limited time demo will be available on Steam from Janaury 23-30, 2026. Vanran  is in development for PC and consoles, and is currently planned to release in December 2026. Its story is said to be inspired by mythological stories such as Orpheus and Eurydice and Dante’s Divine Comedy , with the narrative tied into gameplay and impacted by players choices and progression. Combat is built around momentum, with players encouraged to stay on the offensive while using parries, guard breaks, and chain shifts.   The post Vanran Gets Debut Gameplay Trailer appeared first on RPGamer .
RPGamerJan 8
Parasite Mutant Demo Released
Parasite Mutant Demo Released Developer IceSitruuna has released a demo for its survival horror RPG Parasite Mutant . The demo is available for PC via Steam . It includes a tutorial, the game's prologue, and an explorable area said to cover around 5% of the full game’s scope. The developer stated that it takes around 45 minutes to complete. Parasite Mutant is inspired by RPGs of the late-90s -- most evidently Parasite Eve -- and features a battle system built around Active Time Chains. Players will need to dodge enemy attacks in real time while segments of the action gauge are filled up before choosing when to unleash attacks. The game is set in the distant future and follows Psionic agent Nova, who is sent to uncover what happened on an abandoned island city.   [foogallery id="182334"] The post Parasite Mutant Demo Released appeared first on RPGamer .
RPGamerJan 7
Co-op Action RPG Goblin’s Die Announced, Demo Available
Co-op Action RPG Goblin’s Die Announced, Demo Available Developer Potion8 has announced Goblin's Die , a co-op action adventure RPG for one to five players. The game is planned to get a Steam Early Access release and has a demo available now on Steam . It will also be taking part in the next Steam Next Fest in February 2026. Goblin's Die puts players in the role of goblin workers sent out to recover shattered pieces of a mystical artefact, with the resources they bring back used to help expand the Hive. Roles aren’t fixed; goblins become whatever their gear turns them into, leading to chaotic co-op synergies and evolving runs. Players can turn material they find into equipment to help protect themselves. The game is billed as being focused on humour, teamwork, and replayability.   [foogallery id="182346"]   The post Co-op Action RPG Goblin’s Die Announced, Demo Available appeared first on RPGamer .
RPGamerJan 7
Dragon Quest VII Reimagined Demo Releasing This Week
Dragon Quest VII Reimagined Demo Releasing This Week Square Enix announced it is releasing a demo for the upcoming Dragon Quest VII Reimagined . The demo will be available on January 7, 2026, for PC, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2. It will let players transfer their save data to the full game and award them a bonus outfit for Maribel. In addition to announcing the demo, Square Enix also released the game's opening movie, which can be viewed below. A full remake of 2000 title Dragon Quest VII: Fragments of the Forgotten Past , Dragon Quest VII Reimagined will release for PC, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2 on February 5, 2026. The Reimagined version features a diorama-style aesthetic, with characters based on the original designs of Akira Toriyama that have been crafted into dolls created in the real world, as well as additional content, features, and quality-of-life improvements. Its narrative is said to be faithful to the original game, with changes made to provide a more streamlined story experience. The game starts on Estard Island, an idyllic kingdom in a world with no other apparent landmasses. However, a group of childhood friends uncovers a way to travel back to the past, when other continents existed, and are able to restore them in the present.   The post Dragon Quest VII Reimagined Demo Releasing This Week appeared first on RPGamer .
RPGamerJan 6
Xenogears Retroview
Xenogears Retroview Starry Aspirations The Xeno - games helmed by Tetsuya Takahashi, first at SquareSoft and since then at Monolith Soft, can be best defined by a single word: ambition. This starts right at the outset, as its first title, Xenogears , is infamous for its sky-high aspirations and how they were not fully executed due to development time constraints. But despite this, its narrative is extensive, rich, deep, and layered with heavy, complex, and emotional themes that it tackles and examines masterfully. Its setting, characters, and world are dizzying in their scope. When combined with its solid, entertaining gameplay foundation and gorgeous presentation, the result is a game that, while not perfect, is truly special and deserving of its place among the pantheon of RPG greats. Xenogears opens with a chaotic cinematic: an intergalactic ship traversing the cosmos is suddenly beset with a disastrous malfunction that the ship’s crew desperately tries to contain and control. High-level technobabble echoes in the ship’s cockpit and, suddenly, the crew realizes their control is fully compromised, and their efforts are pointless. The screen becomes covered in a bold, red-colored repetition of an ominous message, “You shall be as gods.” Panic ensues, and an evacuation process begins, but it is too late. The ship explodes, crashing down onto a planet, and a naked, lone purple-haired female rises from the wreckage. [caption id="attachment_182218" align="aligncenter" width="531"] The opening superbly sets the tone and atmosphere for much of what is to come.[/caption] The game then pivots away, briefly explaining its world, setting, and factions. Xenogears takes place on the continent of Ignas, which has been roiled in war between neighboring countries Kislev and Aveh for nearly 500 years. To try to break the back-and-forth stalemate and gain the upper hand, both countries have been excavating Gears, giant mechs that are relics of a civilization from thousands of years ago. With that established, the game pivots once more, away from the conflict, focusing on protagonist Fei Fong Wong, an adopted amnesiac who has spent the last three years living peacefully in the village of Lahan after being left there by a mysterious masked man. However, Lahan is suddenly caught in the crossfire between Aveh and Kislev, with mechs crashing into the village one night. When Fei attempts to pilot an empty mech and defend his friends in the ensuing chaos, he blacks out and causes a massive explosion, killing many and destroying the village. After being exiled, Fei is left to wander throughout Ignas and subsequently must navigate the war, all the while uncovering truths about the continent’s prior civilizations and its current political and religious turmoil. Xenogears gradually reveals its hand at a very deliberate pace. For much of its first disc, it is quite slow pacing-wise, and those looking for quick payoffs could be forgiven for not being immediately enamored in its early going. In bursts, it bombards players with tons of names of organizations, people, places, and concepts. It is a bit hard to follow, but the characters, NPCs, and set pieces along the way are all so fascinating, exciting, and dazzlingly written, and more than just about any other game, Xenogears greatly rewards player attention to its plot elements. While it’s certainly a slow-burning experience, the game progressively erupts in brilliance so often and with increased frequency that it more than makes up for the slow pacing. How Xenogears accomplishes narrative excellence boils down to its outstanding writing and localization, its heavy and deep thematic elements, its tonal consistency and atmosphere, and its sheer creativity and scope. For a game released over 25 years ago, during a time when many contemporaries such as Final Fantasy VII suffered from localization mishaps, Xenogears impresses throughout the entire experience with its sharp, focused, and moving dialogue. While there is an occasional smattering of typos throughout the game’s gargantuan script, they are innocuous in nature, and much credit must be given to translator Richard Honeywood for being able to translate and convey a script of this depth and size so well, while also skirting potential religious sensitivities at the time. [caption id="attachment_182219" align="aligncenter" width="610"] Xenogears never misses a beat with its writing.[/caption] Bolstered by its outstanding script, Xenogears magnificently discusses and navigates incredibly serious topics and themes, ranging from institutional sexual abuse, memory, mental illness, human experimentation, cycles of abuse, trauma, religion and god, and psychological self-realization. So much can be said about each of these themes, but what ultimately makes this a masterpiece in storytelling is one overarching theme that intersects with all others: humanity. Xenogears has so much to say about the human condition: what it means to live, love, cry, hurt, feel, connect, and suffer. Even when the second disc morphs into mostly character narration and cutscenes, the writing stays razor sharp. Though the heartbreaking in-development snippets of unfinished dungeons and the like sadly loom over its second disc, the overarching plot is fully and completely executed, impressively leaving no plot thread unresolved. In some ways, there is even arguably some meta-commentary from the developers, with a later plot thread on the second disc drawing parallels with the emotional pain of a character who is unable to finish a painting. If the Xenogears team were handed a bag of old lemons, they made the sweetest possible lemonade, and it all culminates in a tear-jerker conclusion for the ages. The gameplay of Xenogears doesn’t quite excel to the extent of its other qualities, but it is fundamentally sound and very entertaining. Utilizing a form of the Active Time Battle (ATB) system, combat occurs in two flavors: on foot alongside the cast of characters, and while piloting Gears. Attacking has players utilizing three buttons to perform weak, strong, and fierce attacks. These can be combined to execute learned “Deathblows,” powerful attacks that serve as the primary method of dealing damage both on foot and in Gears. On foot, attacks cost AP, and unused AP can be accrued across turns to eventually unleash combos of Deathblows. In Gears, players gain Attack Levels for each executed attack, up to three levels, and can execute two-button combo Deathblows of increasing power with each level. Aside from the Deathblow system, Xenogears offers magic spells and special character-specific moves in the form of Ether abilities, which allow players to inflict buffs and debuffs and influence combat further. Interestingly, character stats and equipment directly impact the function and utility of their corresponding Gears. While the bedrock of combat is solid, engaging, and generally fun to play, Xenogears suffers from occasionally oblique or non-existent explanation of its stats and mechanics, and less-than-ideal implementation of its mechanical systems. [caption id="attachment_182220" align="aligncenter" width="611"] Gears can be on the field along with characters![/caption] There is a good deal of attention given to each character’s skillset and abilities, and the skeleton of an outstanding combat system is here, but it lacks the full set of tendons and ligaments to hold it all together, never muscling its way into asking much of the player until its second disc. There are only two to three fights in the entire game that ever warrant building AP and using combos, and most fights — even bosses — can be adequately dispatched with Level 1 Deathblows. A decent chunk of the status spells and Ether abilities don’t get to see much use until later, when it becomes ridiculously easy to figure out ways to exploit and pump certain stats. Combat works and does its job well, but most of its entertainment comes from the brilliant gear designs, outstanding attack animations, and visual flair of its presentation. Xenogears nicely implements its explorative elements, and this is one area where the grandiosity of its world really gets to shine. Unlike many RPGs of the time, Fei and company can jump, lending increased verticality to dungeons, towns, and other areas, which does wonders for the game’s scope. In so many areas, seeing Gear or character sprites absolutely dwarfed by technological behemoths inspires a truly remarkable sense of awe. Unfortunately, for whatever reason, Xenogears elects not to utilize analog camera controls, mapping camera rotation to the shoulder buttons. While the camera works fine, it’s a slightly dated aspect that takes some getting used to and isn’t always ideal. Sadly, Xenogears is held back a bit with its other interactive dimensions. It has two primary minigames: a version of the card game Speed and a battle arena for Gears, where players duke it out in full 3D real-time fights against other Gears. The former is unremarkable, but the latter is quite fun, even if it’s a bit sparse. Speaking of sparse, what holds back the interactivity the most is the notable lack of sidequests, and there are several characters, namely Rico, who would have benefited immensely in their development from a sidequest or two. [caption id="attachment_182221" align="aligncenter" width="611"] Gears already dwarf humans, so just imagine how big this dungeon is…[/caption] Xenogears's most unquestionably brilliant element is its presentation, which is jaw-droppingly exquisite from start to finish. Put simply, this is one of the best-looking games on the PlayStation, perhaps only surpassed by 2000’s Vagrant Story . The Gears are strikingly designed and are just plain awesome to see in action. There are so many beautifully crafted massive environments, but Xenogears never sacrifices detail for the grandiosity of its scope, and towns, buildings, and locations are packed to the brim with details. The character sprite animations in battle are particularly extraordinary, and every character has their own swagger or bounce, which does wonders in giving them identity and visual character. Using 2D character sprites against 3D backgrounds is a smart choice, as the real-time dynamism of its action scenes and camerawork allows scenes to flow so smoothly and sets it apart from many of its contemporaries. The only real caveat of Xenogears ’s visuals is that it should ideally be played on a CRT television or with a corresponding filter to appreciate its true beauty. Musically, Yasunori Mitsuda’s talent as a composer is on full display here, and there is a wide selection and range of diverse tracks that elevate every location, scene, and event throughout the entire experience. Plodding bass guitars and finger snaps evoke the monotony of the slums and their enslaved inhabitants' plight, whereas smaller towns have airier or breezier-sounding grooves. The mainstay theme for the world map is exceptionally catchy, but the strongest elements of Mitsuda’s score are the more melancholic tracks, which make much of the late-game drama hit so much harder, be it confessions of love or emotional emptiness faced by much of the conflict-torn world. There is undoubtedly some disappointment that some of Xenogears's ambition goes unrealized, be it everything that is abridged in its second disc or its slow early pacing. But Xenogears is like a wise grandpa telling a grand legend. He may not be spry enough to convey the action, but he has all the knowledge and skills that got him here so far, and picked up the nous for flair in the process. He might even misspeak a word or two and take some time to get his story going, but he’s seen and gathered wisdom, and he intimately knows every detail he's gathered, entrancing his audience. He concludes the tale with riveting aplomb and style while managing to thread everything together in a way only a master of their craft can. For players with the patience to sit down and listen, old man Xenogears offers one of the most special stories ever put to an RPG. The post Xenogears Retroview appeared first on RPGamer .
RPGamerJan 5
Yuma Nest Coming to Steam Early Access in March
Yuma Nest Coming to Steam Early Access in March Developer Piokou announced that its sandbox side-scrolling action RPG Yuma Nest will release on Steam Early Access on March 11, 2026. The announcement comes alongside a new 90-second trailer, viewable below. Yuma Nest  sees players fight against various monsters in an interconnected, Metroidvania-style world. Players complete quests, defeat bosses, and upgrade their gear while building automated structures to help them train or defeat monsters. Other features include a bike mount, a pet that can fight alongside players, cosmetic appearance options obtained through a gacha machine, and fast-travel via the player's home.   The post Yuma Nest Coming to Steam Early Access in March appeared first on RPGamer .
RPGamerJan 5
The Blood of Dawnwalker Marks Release Year with Behind-the-Scenes Video
The Blood of Dawnwalker Marks Release Year with Behind-the-Scenes Video Developer Rebel Wolves and publisher Bandai Namco released a new video marking the start of action RPG The Blood of Dawnwalker ' s release year. The seven-minute video features a look at reveals and events from 2025, before moving to a message from Game Director Konrad Tomaszkiewicz and Global Community Lead Dominika Burza, a performance of the game's main theme music, and finally a thirty-second story tease. The Blood of Dawnwalker is set in an alternative 14th century in the fictional region of Vale Sangora in the Carpathian Mountains, where a clique of powerful vampires has overthrown the feudal lords. Players control Coen, who has thirty days to save his family or get revenge on the sire who turned him into a Dawnwalker. The game is billed as having a focus on its narrative and sandbox elements with plenty of player freedom. Due to Coen’s nature as a Dawnwalker, players will have different skills, abilities, and outcomes available to them based on the time of day. The Blood of Dawnwalker is in development for PC, PlayStation 5, and Xbox Series X|S, and is currently planned to release in 2026.   The post The Blood of Dawnwalker Marks Release Year with Behind-the-Scenes Video appeared first on RPGamer .
RPGamerJan 5