RPG Game News
RPG Game News
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Immerse yourself in the world of RPGs. Stay updated with the latest news, updates, and reviews of the best RPG games. Dive into epic adventures and create your own story!
New Final Fantasy VII PC Version Released on Steam, GOG.com
New Final Fantasy VII PC Version Released on Steam, GOG.com Square Enix has released a new version of the original Final Fantasy VII on PC. The new version of the game is available on Steam and GOG.com for $11.99, with a 60% launch discount of GOG.com. The new version replaces the previous Steam version , which is no longer available to purchase. Those who own the previous version are able to access the new version for free and can still download the previous version. The new version includes a 3x speed mode, the ability to turn battle encounters off, a "battle enhancement mode" that automatically recovers HP/MP and maxes out the Limit gauge, and an autosave feature. Save games between the previous version and the new version are  not compatible with each other. Final Fantasy VII was originally released for PlayStation in 1997, with versions released on PC, iOS, Android, PlayStation 4, Xbox One, and Nintendo Switch. The game follows mercenary Cloud Strife, a former Shinra SOLDIER who is hired by resistance group AVALANCHE in their mission to stop the conglomerate from draining the planet’s energy. The first entry in a Remake trilogy project, Final Fantasy VII Remake , was released in 2020, with the second part, Final Fantasy VII Rebirth , released in 2024.   The post New Final Fantasy VII PC Version Released on Steam, GOG.com appeared first on RPGamer .
RPGamerFeb 24
Escape from Ever After Review
Escape from Ever After Review Collapse the System Every single day, we are being advertised to, with or without our consent. What makes it harder is that these corporations exist to keep us consuming without conscious thought, and trying to escape corporate oppression is even more difficult. What if corporations began to steal our stories? That is the premise of Sleepy Castle Studio's Escape from Ever After , a game that looks at how a corporate entity begins to overtake fairy tales as a means to make them last forever, only to, of course, have sinister motives. Players take on the role of Flynt Buckler, a storybook hero whose sole purpose is to defeat the dreaded dragon known as Tinder. Storming into his castle, Flynt is graced with the surprise that Tinder's Castle has been turned into a corporate office. With random fairy-tale characters now in cubicles and Tinder nowhere to be found, Flynt begins investigating the castle and manages to find his nemesis locked up and unable to use her powers. Teaming up, Flynt and Tinder plan to take down Ever After Corp, to ensure that their storybook and everyone else's can revert to normal. Throughout their adventure, they will meet Unicorn unions, questionable relationships, and even search for buried treasure, all while working up the corporate ladder. The  enemy-turned-comrades' narrative, presented in  Escape from Ever After,  is an absolute highlight, as both Flynt and Tinder's relationship is highly entertaining. Their joint plan of coming together, joining Ever After Corp, and then working together to destroy it from the inside is genius storytelling, as the game sets clear motives for the characters to follow and never strays from the goal, even though the characters can't stand each other. Even the NPCs' delight, from Mr. Moon's sinister optimism to "Big Bad Wolf" Wolfgang's more questionable optimism, something is unnerving, which undermines the idea of corporate culture being a big happy family. The writing is genuinely clever and funny, playing with each of the fairy tale worlds, making them both super inviting, but also showing that these characters have drunk the corporate Kool-Aid and behave as though they work at the best cult place ever. [caption id="attachment_180124" align="aligncenter" width="640"] All hail, Cthulhu![/caption] Part of Escape from Ever After 's charm comes in the form of the storybook worlds that Flynt and friends get to explore. For example, the Three Little Pigs gentrify their neighbourhood and build condominiums to push out the happy-go-lucky wolves of Happy Howl Hollow. It's a complete twist on the story, and a clever shout-out to The True Story of the 3 Little Pigs by Jon Scieszka and Lane Smith. There are numerous hidden Easter Eggs to be discovered for those knowledgeable in the realm of children's literature, but even if one isn't, the transformations of many of the stories are both creative and highly entertaining. The characters and the world do an amazing job of highlighting the absurdity of children's stories, which is with a lot of care and humour. There is another homage at play, and it comes from the game's battle system, which is heavily influenced by Paper Mario . Battles begin with two characters on screen, with the ability to swap during battle, each with their own gimmick. Flynt can throw his buckler around and, with perfectly timed button presses, can do double damage, while characters like Tinder and Patches require players to hold the button down and release at the perfect moment. Getting the rhythm of each character takes a bit of trial and error, but once mastered, performing the actions becomes fairly easy. Syngergy also plays a major role: when button presses are performed correctly, it fills the gauge and allows characters to perform a special ability depending on how much Syngergy has been gathered. These abilities absolutely help turn the tide of battle, as they are often the best way to hit multiple enemies at once. Characters will work together to support the character in the attack, whether it's throwing fire at Tinder to create a flame tornado or having the group sing with Wolfgang for a shield boost. That said, enemies in the game, despite their low HP, often take a bit to defeat due to their sponginess or because there is a gimmick at play. Shield enemies require the player to swap to someone who can either burn it or destroy it, depending on the type, or consider using jumping abilities to deter the situation entirely. There are lots of small nuances in the enemies that need to be paid attention to, or the characters end up taking unnecessary damage. Even timing one's dodges requires a bit of trial and error. Even with timing issues, the game also offers accessibility options to help those who may struggle with timed button presses, as well as the ability to adjust the game's overall difficulty. [caption id="attachment_180127" align="aligncenter" width="640"] He is never going to move up the corporate ladder.[/caption] While the battle system and story are excellent, the game does have a few glaring flaws, particularly in its exploration. A lot of the puzzles will require Flynt and friends to use their specific abilities outside of battle, such as throwing Flynt's shield to hit levers, breathing Tinder's fire to light basins, or using one of Wolfgang's many songs to progress. While some elements are labelled and obvious, the majority of the game's puzzles are fiddly and obtuse, not often giving clear enough instructions to the player on what the expectation is. There's too much guesswork, and even upon solving the puzzles, it never feels satisfying, and the rewards are next to nothing other than the ability to move forward. The same can also be said about the game's 3D platforming sections, where it is difficult to gauge a jump's distance or landing position. It also doesn't help that, while the environments are well-detailed, some platforms get obscured, so there are many instances where players may jump blindly into the abyss because the platform is difficult to see. These issues do hinder the fun of exploration, and patience is absolutely required during these sections. There are numerous very funny and campy side quests. From assisting Mother Goose's various dramas to everyone forgetting and screwing up Pinocchio's birthday, every single quest offers a glimpse into the "family dynamics" of Ever After Corp. There is also tons of collectiable such as ink bottles to help boost skill levels, as well as outfits for Flynt that can assist in quests, such as his detective outfit which will allow him to see footprints. There are even collectible trinkets that can be wonderful boons in combat, including increased post-battle money and more MP gained with a successful block. There are tons to mix and match with each character, and all of them have their perks. The sidequests are fun, and collectibles offer a nice distraction throughout the game's twenty-hour run time. [caption id="attachment_180134" align="aligncenter" width="640"] Welcome to the library![/caption] Escape from Ever After has a fantastic visual design that, unfortunately, is marred by some noticeable graphical issues on PS5. During the review process, Flynt fell and became stuck in the environment multiple times, forcing a hard reset. Characters were also frequently stuck in the environments. These issues were annoying, but they didn't render the game unplayable. Graphics are a combination of 2D and 3D, with every storybook having its own distinct design that makes the story instantly recognizable. Character designs are charming and full of character, and the worlds are vibrant, giving a slight nod in each world that there is something slightly off about it. The game's soundtrack, composed by Daniel Whitworth, is a fantastic mixture of upbeat, jazzy tunes that are a complete bop. The music is fun, energetic, and contributes to the absurdity of everything happening in the story in a truly magical and twisted way. Escape From Ever After is a gem of a game, offering clever layers that are engaging throughout its playtime, as the narrative and the game's combat truly carry the experience. While I wish the puzzles and platforming were more refined, I can also see the follow-through and how others may not have had the same issues as I did. What I won't deny is that Sleep Castle Studio has created a genuinely fun game that has brought new life into fairy-tale properties and given them an original spin. Escape from Ever After offers so much joy in such a small package, and those who love stories will find much to adore here. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Escape from Ever After Review appeared first on RPGamer .
RPGamerFeb 24
Trails in the Sky 2nd Chapter Golden Wings Edition Announced
Trails in the Sky 2nd Chapter Golden Wings Edition Announced GungHo Online Entertainment announced a physical Golden Wings Edition for Nihon Falcom's Trails in the Sky 2nd Chapter , the upcoming remake to  The Legend of Heroes: Trails in the Sky 2nd Chapter . The edition is available to pre-order from now until March 8, 2026, through PM Studios's Panax Store . It is priced at $274.99 on PC, PlayStation 5, and Nintendo Switch, or $279.99 on Nintendo Switch 2, and includes: Standard edition game "Glorious x Arseille" diorama SteelBook case Trails in the Sky 2nd Chapter artbook Mini soundtrack CD Collector’s box Cosmetic DLC Season Pass The edition is expected to ship when the game releases in fall 2026. Physical and digital standard editions will be available to pre-order at a later date, priced at $59.99 on PC, PlayStation 5, and Nintendo Switch, or $64.99 on Nintendo Switch 2. An upgrade pack from the Nintendo Switch to the Nintendo Switch 2 version will be available for $4.99.     Following on immediately after the events of  Trails in the Sky 1st Chapter ,  Trails in the Sky 2nd Chapter  sees now Senior Bracer Estelle Bright set out in search of her adoptive brother Joshua across the kingdom of Liberl. During the journey, she runs into the machinations of the secret society known as Ouroboros, while coming across allies new and returning. The game includes additional elements from its predecessor, such as mini-games and additional combat abilities, while those with clear data from the previous game will obtain bonus in-game items. Known as  The Legend of Heroes: Trails in the Sky SC , the original game was released for PC in Japan in 2006 and for PlayStation Portable in 2007. XSEED Games released the game in the west on both PC and PlayStation Portable in 2015, with Japan also getting PlayStation 3, PlayStation Vita, and mobile versions. Those looking to read more about  The Legend of Heroes  series can check out  RPGamer’s Where to Start? feature . The post Trails in the Sky 2nd Chapter Golden Wings Edition Announced appeared first on RPGamer .
RPGamerFeb 24
Tombwater Releasing End of March
Tombwater Releasing End of March Publisher Midwest Games and developer Moth Atlas announced a new release date for eldritch Wild West action RPG  Tombwater . The game will release for PC via Steam on March 31, 2026. A newly updated demo for the game is currently available as part of Steam Next Fest that includes new accessibility options as well as combat balancing and updates. Tombwater is set in the eponymous town, previously a thriving community that is now a cursed shell as its populace is haunted by the madness and creatures emerging from its abandoned silver mines. Players control a lone gunslinger drawn to investigating the disappearance of Sheriff Elliott Flintwood. The game features top-down gameplay with pixel art graphics. Players can use a variety of firearms, blades, spells, apothecary items, and charms to take on various enemies and over twenty bosses around its canyons, scrublands, forests, mines, and more.   The post Tombwater Releasing End of March appeared first on RPGamer .
RPGamerFeb 24
Latest Teenage Mutant Ninja Turtles: Splintered Fate DLC Adds Alopex
Latest Teenage Mutant Ninja Turtles: Splintered Fate DLC Adds Alopex Super Evil Megacorp released its latest DLC and free update for Teenage Mutant Ninja Turtles: Splintered Fate . The Alopex DLC adds the arctic fox ninja assassin as a playable character to the game. She wields a kama while also tossing kunai, with ninja powers that impact shuriken also working on her kunai. She also has the ability to become briefly invulnerable after targeting multiple enemies in quick succession. In addition to adding Alopex, the DLC also includes five new artifacts that can modify player runs. Meanwhile, the latest free update adds new "4 Pepper" challenges to the game's Arcade mode. It also adds new combat rooms within the main campaign and new Ninja Ranks, as well as including additional balancing and quality-of-life improvements. Teenage Mutant Ninja Turtles: Splintered Fate originally released on Apple Arcade in 2023, with a Nintendo Switch version released in July 2024, followed later by PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Nintendo Switch 2 versions. The game features four-player co-op as the turtles set out to rescue Splinter from the clutches of the Foot Clan, travelling to various locales through mysterious portals. Those looking to read more about Teenage Mutant Ninja Turtles: Splintered Fate  can check out  Paul Shkreli’s review  of its Nintendo Switch release.   [foogallery id="185593"]   The post Latest Teenage Mutant Ninja Turtles: Splintered Fate DLC Adds Alopex appeared first on RPGamer .
RPGamerFeb 24
GreedFall: The Dying World Music Trailer Shows Major Locations
GreedFall: The Dying World Music Trailer Shows Major Locations NACON and Spiders released a new trailer for fantasy action RPG GreedFall: The Dying World . The two-minute "Wonders of Gacane" trailer features the song "From Another World", composed by Olivier Derivière and performed by Linda Olàh. It shows some of the major locations and regions players visit in the game: Teer Fradee: A lush island with mysterious creatures, great spirituality, magical phenomena, and a wide variety of environments. Thynia: An arid country that is rich in minerals and home to ancient ruins and temples. It is led by the Bridge Alliance faction, which boasts military, scientific, and technological power. Olima: A small research city in Thynia home to numerous scholars. It is nicknamed the City of Stars after its gigantic observatory. Uxantis: An island that is virtually inaccessible due to the violent currents around it. It is the homeland of the Nauts, a guild that dominates the seas, and where their ships are built. Péren: The former capital of the Astrian civilization, which is now run by the Merchant Congregation. It is a place of political intrigue, but is impacted by the Malichor epidemic running rampant on the continent of Gacane. GreedFall: The Dying World  is set three years before the events of  GreedFall . In their role of Doneigad, players are expected to act as a protector for the people and lands, which have been encroached on by colonisation efforts from foreign powers. Players will have a variety of decisions to make and abilities to utilise that will impact their encounters and relationships with others.  GreedFall: The Dying World  will exit  Early Access  and fully release for PC on March 10, 2026, with PlayStation 5 and Xbox Series X|S versions following shortly after on March 12, 2026.   [foogallery id="185604"]   The post GreedFall: The Dying World Music Trailer Shows Major Locations appeared first on RPGamer .
RPGamerFeb 24
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years?
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years? As the old Pokémon tradition goes: if two trainers' eyes meet, it's time to battle. In my time as a Pokémon trainer from the glorious days of Pokémon Red , I've seen many things change in the mainline titles from art style, to gameplay, to narrative direction. Today, Pokémon is deeply entrenched in the gaming universe, approaching its tenth generation, and it is only natural that Game Freak continues to adapt the series for a modern audience. Battle modes and combat mechanics have come and gone over the years, with some making their mark in Pokémon history, while others have not been as memorable. We've also seen the Pokémon Legends titles pioneer a shift away from the traditional turn-based, linear RPG that the series has been known for. The journey has not been a stroll through the Viridian Forest, but ultimately it has led to the progressively active combat, more open-world RPG that Pokémon is today. Where It All Started In the early days of Pokémon Red/Blue/Green/Yellow , the games started out with a strictly turn-based combat system. The options from the battle menu were: Fight, Pokémon, Item, and Run, and the fastest Pokémon attacked first.  The main challenges were managing the Pokémon's health, hit points (HP), and the number of times a move could be used, power points (PP). Switching out Pokémon for better type advantages and the like were viable strategies, but it was generally straightforward once you learned the match-ups.  Players were only able to fight in single battles, and trainers couldn't be battled again once defeated, with the exception of the Elite Four. Pokémon also couldn't hold items in this generation. Since turn-based combat allowed players all the time in the world to decide on their next move, I found that early Pokémon games felt more relaxed compared to more complex RPGs with faster-paced combat. [caption id="attachment_185155" align="aligncenter" width="320"] The good old days.[/caption] Double Battles and Other Battle Modes By the third generation, new combat mechanics were in place for more engaging Pokémon battles. Held items (introduced in Generation II) and Pokémon abilities added extra layers of complexity for players to consider during combat. Trainers could also be rematched. Building on the previous generation, the Physical/Special split in Generation IV's Pokémon Diamond/Pearl was a radical change that separated out a Pokémon's move property from its move type. For instance, before Generation IV, all grass moves were considered special moves. With the change, moves such as Vine Whip, became a physical grass type move, and greatly increased the viability of many Pokémon in battle.  Perhaps the biggest feature was the addition of the Double Battle system in Pokémon Ruby/Sapphire/Emerald . Although still turn-based, allowing players to battle with two Pokémon at once meant move scope mattered for the first time, as players now had to anticipate the incoming moves of both enemy Pokémon, and even their own allies. For example, in a Double Battle, players have to be wary of Earthquake's ability to hit allies, meaning it may be advantageous to pair ground type with a flying type, or with a Pokémon with the Levitate ability. Additionally, synergies became another big part of the combat, where the two Pokémon from the same trainer could interact with each other, allowing one to buff the other and so on. Double Battles opened up so many new possibilities and were a very successful system that it is still the default battle format for Pokémon VGC (Video Game Championships) to this day. It has also returned in other Pokémon titles after Pokémon Ruby/Sapphire/Emerald , with Pokémon Colosseum and XD: Gale of Darkness featuring primarily Double Battles. Continuing to innovate, Pokémon Black/White brought Triple Battles and Rotation Battles to the table. The formats were quite tedious, and I wasn't the biggest fan of either one. However, they were well received by many , particularly Triple Battles, with the main complaint being their scarcity in-game, leading many to believe that these concepts weren't fully explored, and therefore contributed to lower popularity than Double Battles. Similarly, other styles of battles were explored in Pokémon X/Y . As the name suggests, Sky Battles were limited to only flying Pokémon or Pokémon that had the Levitate ability. Inverse Battles, where the types and weaknesses of Pokémon were reversed, also made for a unique style of battling. Unfortunately, while these mechanics attracted some attention, they suffered the same fate as Triple Battles and Rotation Battles. They have not been carried forward to newer games as of yet. Pokémon Sword/Shield introduced one of my favourite battle modes: Max Raid Battles. These were multiplayer battles where players sent out Pokémon each to fight in a team against a 'boss' Pokémon, in an effort to defeat and catch them. Up until now, players haven't been able to team up in a raid together, only battling together at other battle facilities like the Battle Frontier or Battle Tower. The battles are more lively but still turn-based, with players having up to ten turns to complete the battle. Pokémon in this generation can also become "Dynamax" Pokémon, a bigger version of themselves with powerful moves for a limited time. [caption id="attachment_185137" align="aligncenter" width="640"] A Max Raid battle against a Lycanroc.[/caption] The Rise of New Combat Mechanics: Mega Evolutions, Z-Moves, and the Style System Another big feature of the Pokémon X/Y games were Mega Evolutions, where a Pokémon temporarily evolves to a different form if it's holding a special stone. The new form can change the Pokémon's appearance, stats, and typing. Each Pokémon that has the potential to Mega Evolve must hold a unique Mega Stone to achieve this form of evolution. This new combat mechanic changed battle tactics once again, as trainers were encouraged to see familiar Pokémon in a new light. Z-Moves were a big mechanic in Pokémon Sun/Moon . Once per battle, players could use an upgraded version of a move, not dissimilar to using an ultimate ability in other RPG games. Z-Moves didn't take off as much as Mega Evolutions did, though, and I suspect it's because it was underpowered. Having one powerful move didn't feel like it could turn the tide of the battle the way a well-timed Mega Evolution could. Despite changing some battle modes and adding new combat mechanics, Pokémon battles were starting to feel lackluster. Pokémon Legends: Arceus's experimental combat system is a daring overhaul that paid off. Still leaning towards turn-based combat, the Style System was implemented and was so different that many players initially thought the game was a spin-off. Players could stack moves for the first time by strategically using Agile or Strong style mechanics, creating a more dynamic flow of battle. To accommodate the change in combat, familiar mechanics such as abilities and natures were removed. Additionally, the world was open, trainers could black out from taking damage in the overworld, stealth was rewarded, and side quests were introduced as part of the gameplay loop in Pokémon Legends: Arceus , removing some of that linearity that previous Pokémon games had. No one really knew what to expect when Pokémon Legends: Arceus came out, myself included, but the outcome from its 2022 release has been largely positive . This game was a step in a different direction that many long-time fans wanted to see. It felt like a branching evolution chain in the franchise, not without its flaws, but a welcome and bolder change from the largely stale combat and generational tweaks to the same formula that had existed since Generation III. [caption id="attachment_185138" align="aligncenter" width="640"] Pokémon Legends: Arceus displays turn order and options for Agile or Strong styles by toggling between L & R.[/caption] The Leap of Faith into Active Combat After a revamped combat system in Pokémon Legends: Arceus , we saw Pokémon Scarlet/Violet return to a similar, turn-based combat system, much to the disappointment of fans like myself. Pokémon Scarlet/Violet mostly felt disjointed and almost a step backwards after the fresh combat system of Pokémon Legends: Arceus . It did, however, feature a new mechanic called Tera Raids. Tera Raids were real-time, co-op boss battles, iterating on the Max Raid Battles in Pokémon Sword/Shield . Players fight the "Terastallized" Pokémon together with a shared HP bar, but are free to input their moves in real time without waiting for other players' turns. Pokémon that are knocked out can respawn back into the fight in a matter of seconds. The overall sentiment for the Pokémon Scarlet/Violet games was mixed, and I put the least hours into Pokémon Violet than any other game in the series. This finally brings us to the latest game, Pokémon Legends: Z-A , released in 2025. It is the biggest departure from every other mainline title, as it is the first game to have all battles in real-time combat. Trainers and Pokémon are expected to block or dodge incoming attacks, and like Pokémon Legends: Arceus , trainers can black out from sustaining too much damage, but this time during combat. Moves are back on a cooldown system, while Mega Evolutions have returned as a core mechanic, allowing Pokémon to hold items again, though abilities have fallen by the wayside and been removed. In the battle zones, avoiding eye contact with trainers is encouraged. Side quests also comprise a huge part of Pokémon Legends: Z-A , a conscious effort to make the world (or city) feel open. Suffice to say, the combat in Pokémon Legends: Z-A beats to the sound of a different, much faster drum, and I am relieved to see it pair pretty seamlessly with Mega Evolution battles. [caption id="attachment_185139" align="aligncenter" width="640"] Pokémon Legends: Z-A battles are in real time, with moves, party and other information easily accessible in the heat of the fight.[/caption] What Will the Next Adventure Be? It has been a wild journey throughout the decades, and I'm excited to see what happens next, in particular, whether the series will continue down the active RPG route. While I have largely enjoyed the refreshing combat system and how it interacts with game mechanics like Mega Evolution, I have found it to be over-stimulating at the best of times. I can't help but miss the slower-paced battles that I've come to grow and love over the decades. It remains to be seen which direction Pokémon will go in, but it is my hope that the combat experience continues to evolve to be the best that it can be. The post The Evolution of Pokémon Battle Systems: What Changed Over 30 Years? appeared first on RPGamer .
RPGamerFeb 24
Voidling Bound Releasing for PC in June
Voidling Bound Releasing for PC in June Hatchery Games announced that its creature-collecting sci-fi action RPG Voidling Bound will release on June 9, 2026. The game will release first on PC via Steam , with PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 versions planned to follow at a later date. A demo is currently available on Steam . Voidling Bound puts players in the role of a Space Wrangler who takes direct control of creatures called Voidlings. Players can shape their Voidlings through branching evolution paths and upgrade their abilities to reclaim planets overrun by corruption. New Voidlings can be discovered by rescuing and hatching eggs, sometimes providing rare natures, with players able to breed Voidlings to combine desired natures and attributes.   [foogallery id="185527"]   The post Voidling Bound Releasing for PC in June appeared first on RPGamer .
RPGamerFeb 23
Dragon Is Dead European Physical Release Announced
Dragon Is Dead European Physical Release Announced Following last week's announcement of a console release for Dragon Is Dead , including a North American physical edition, Meridiem announced it will be offering a physical release in Europe. The Guernian Edition -- which includes a physical disc/cartridge of the game, a special sleeve, a set of character cards, and a “Lore of Guernian” letter -- will be available for PlayStation 5 and Nintendo Switch in the region on July 14, 2026. Dragon Is Dead is set in a fantasy world where the world’s dragons have challenged the gods, and all have fallen, except for Guernian. Leader of the dark dragons, Guernian has fully embraced evil and is corrupting the world through a rift. Players are tasked with slaying Guernian and defeating his creations using skills, equipment, and runes to create their own character builds. Those looking to read more can check out Ezra Kinnell’s review of the game. The game released for PC in 2025, with its digital PlayStation 5, Xbox Series X|S, and Nintendo Switch release set for April 23, 2026.   The post Dragon Is Dead European Physical Release Announced appeared first on RPGamer .
RPGamerFeb 23
New Witchspire Trailer Released
New Witchspire Trailer Released Envar Games released a new trailer for its co-op crafting adventure Witchspire . The minute-long video comes alongside the game's inclusion in the latest Steam Next Fest, with a demo available until March 2, 2026. Witchspire puts players in the role of novice witches and wizards in a magical open world where an ancient darkness is rising. The game combines elements of survival, creature-collecting, and adventure games. It is planned to release on Steam Early Access later this year.   The post New Witchspire Trailer Released appeared first on RPGamer .
RPGamerFeb 23