RPG Game News
RPG Game News
8 followers
52 articles/week
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!
Let Yourself Be Huge: A Reflection on Yakuza’s Spirit of Personal Liberation
Let Yourself Be Huge: A Reflection on Yakuza’s Spirit of Personal Liberation Note: The following article contains spoilers for the Yakuza/Like a Dragon series up to and include Yakuza 6: The Song of Life . I’d love to live in Japan one day. There’s something about Japan that makes the country and its unique culture seem like such an alluring place. Or, at least, my specific idea of what life in the country must be like based on decades long consumption of film, anime, music, and video games. Over the years, I’ve sometimes allowed myself to be spirited away by this infatuation with Japan. Having spent most of my life in a very nice, but boring, suburb, I saw an ideal of Tokyo as something I wanted for myself. I dreamed of life in a big city after seeing glimpses of what life might look like for a teenager in Tokyo, from taking a sleek public transportation to being surrounded by fashionable friends with unique personalities. I got to sample part of this dream when I went to college, right outside of Manhattan, and even further later, when I received the opportunity to study Chinese literature abroad in Hong Kong, where I spent the next two years of my life. I felt like nothing could rival life in either of these places. Still, all dreams come to an end. Eventually, I finished up my studies in Hong Kong, and came back home to life in a suburban town not far from the place I was born. While family life and work became my main pursuits, I never lost interest in the idea of life in the East Asia. Somewhere around 2015, between online language lessons and attending dozens of language meetups, I came across the term “digital tourism.” At that time, Persona 5 was taking the gaming world by storm. It represented a niche series making its way fully into the mainstream, and western audiences were hungry for more slice-of-life experiences. At this time,  Yakuza 0  was also released in the west, and I noticed that a lot of  Persona  fans were liking it. I didn’t play Yakuza 0 right away. I was busy, and the series just seemed like “a lot.” I’d also gotten the idea that Yakuza was a fighting game and didn’t feel particularly interested in playing that kind of game. It wasn’t until the release of Yakuza: Like. Dragon in 2020 that I started to reconsider the series again. Unlike its predecessors, Like a Dragon was a turn-based RPG, and I’d started to encounter ideas like, “Well, Yakuza has always been a JRPG” on the internet. In the midst of the COVID-19 pandemic and the birth of my first child, the fantasy of travel to Asia was feeling more fleeting than ever. I told myself that maybe it was time to try out the digital tourism offered by the Yakuza series. I played the prequel, Yakuza 0, and fell in love. Then, I played the Kiwami remakes of the first entries in the series,   followed by the third, fourth, fifth, and ultimately sixth installments. Over the last half of a decade, I’ve gone through a variety of personal and professional changes in my life and experienced many highs of inspiration and confidence as well as many more moments of struggle and intense self-doubt. I’ve felt my own identity shift, evolve, and refine itself in ways that provoke reflection. And through it all, I’ve drawn inspiration from the unlikely figures such as Kazuma Kiryu and Shun Akiyama. Most of my friends have not played the Yakuza games and do not really understand what they are about. Thanks to this, I’ve resorted to a simple, and commonly used elevator pitch when explaining what they are: “Japanese Grand Theft Auto. ” This description works to an extent. The streets of Kamurocho -- Yakuza’s video-game recreation of Tokyo’s red-light district -- is an overflowing buffet of night-life activities, all of which are fun, and only some of which are actively based around human vices. When I’m playing Yakuza, I can stroll my character in any number of dozens of restaurants or bars, have a drink, and then stumble out into the streets, itching for my next Streets of Rage style encounter with the city’s random goons and thugs. Or I can take my character down to the batting cages or top golf or even to the bowling alley. In one of the games, my character could double as a taxi driver to earn some extra money -- though that feature has not appeared again in the two most recent games. I can also work a hostess club -- sometimes as a manager, and sometimes even as a host. Yakuza often flirts with the edgier content of a Grand Theft Auto , but never gets quite there. While “Japanese Grand Theft Auto” is a good way of describing the series at a superficial level, it mistakes the tone with which this buffet of activities is offered to the player, and the mood that it inspires the player to embrace. Yakuza and Grand Theft Auto are totally different moods. Grand Theft Auto often leaves the player with a taste of sarcasm. Its characters, and the activities they can participate in, are often offered in a way that communicates irony; of course the player isn’t going to partake in the vices that its video game world offers in real life. That’s not something the player would do, right? GTA rationalizes the fun it has at the expense of its characters in the reality TV way: it invites the player constantly remind themselves how much better they are than the characters on their screen with their ugly vices. In this way, Grand Theft Auto is not a series that makes it a priority to humanize its characters or the realistic locations they inhabit. Instead, its meticulously crafted worlds and complex characters exist to be scrutinized, often cruelly, and laughed at. Yakuza does the opposite. Set in a similarly, overly-realized “real world” setting, its characters and their stories often seem cut straight from cartoons or bad action movies. But when Kiryu stops by to eat fast food, he lets out a sigh of contentment. When the player opts to visit a cabaret and talk with an attractive hostess, the scenario is treated like one that anyone would find pleasurable. There’s no ridiculing, sarcasm, or judgement delivered alongside the game’s activities. The world -- a recreation of one that we inhabit -- is meant to be a place of joy, and there is no shame involved in the partaking of its pleasures. Full disclaimer: I’ve yet to play an Ichiban game, or any Yakuza entry post Kiryu’s intended exit as the series' main protagonist in Yakuza 6 . I’ve been following the Dragon of Dojima’s story from the beginning, and have seen him go from being a disenfranchised youth, to an unwilling leader, to ultimately a teacher and defender of other people’s dreams. Kiryu is a compelling character not just because he’s a badass with ornate irezumi , but because of how thoughtfully his own character arc reflects a generalized human experience. Fundamentally, Kazuma Kiryu is a man who internalizes the ambitions of others and accumulates responsibility for their dreams while never realizing a path of his own. This is most fully realized by Kiryu’s ongoing rejection of the Chairman position of the Tojo Clan, the frequent offering and deferral of which is a major throughline of the Yakuza series. In fact, Kiryu, who works as a mere debt collector when we meet him in 0 , barely has a career in the Yakuza before he attempts to leave organized crime forever. Having been unfairly implicated -- and targeted -- in the clan’s internal politics, Kiryu’s attempts to step away are continually met with resistance. In typical action movie style, Kiryu tries to give up the hard life, but the hard life refuses to give up him. In the first Yakuza game, Kiryu battles his way to the position of Tojo Clan Chairman after innocent lives are threatened but resigns the title after only one day. And so it goes. As the series progresses, Kiryu’s talents, personal relationships, and unyielding integrity continually lift him to the flashpoint of a variety of crises. He does not choose to be party to these conflicts any more than rushing water chooses to fill every void of every space that it may inhabit. Despite the irezumi on his back, Kiryu rejects the dream of leading the Tojo Clan, and consistently insists that the responsibility for leading the crime family falls on the shoulders of Daigo Dojima, his capable, though often confidence-lacking, friend. Rather than the Clan, Kiryu’s dreams lie instead within the walls of the Morning Glory orphanage, established prior to Yakuza 3 , where he focuses on caring for the at-risk youth and enabling them to live worthy lives following their own dreams. Of all the orphans that Kiryu helps, there is no better example of this relationship than Haruka Sawamura, a child born to Kiryu’s  former almost-girlfriend by another man. Kiryu’s relationship with Haruka is most akin to that of a parent and child, and there is a strong suggestion that Kiryu would have wanted a deeper relationship with Haruka’ mother had she survived the events of the first Yakuza game. By the series’ fifth installment, Haruka has decided to leave the orphanage to train to become an idol. Afraid of the scrutiny that he may bring to Haruka and the other orphans, Kiryu also elects to leave the orphanage, and live under a pseudonym in another city. Kiryu’s natural affinity for helping others and enabling their dreams has led him to start the orphanage, but tragically, he has discovered that his own past and the baggage he carries with him as a former high-ranking yakuza haunts nearly every forward moving action, and jeopardizes the futures of those he cares for in a Japanese society where appearances and decorum are held above all. Throughout the series to this point, Kiryu has tried continuously to reinvent himself, or at least enable others to do so. Sadly, he falls short of his own compromises, with Haruka electing to abandon her own dream so that she can remain close to her surrogate father. I won’t pretend that all of the writing in the Yakuza games is above the level of a daytime TV serial, but there’s something that is compelling about what the series accomplishes in whole. There’s the life-like recreation of Tokyo’s Kabukicho district, filled over the brim with activities, restaurants, convenience stores, and side-stories that exist beyond any reasonable service to the games they inhabit. This makes for as compelling an escape as any for a 38-year-old otaku looking for a break from the pressures of daily life. But the true genius of the series is how it offers something that runs completely contrary to the cynicism and sardony of its western open world counterparts. Over time, Yakuza and its characters continuously endear themselves to the player, not out of parody or a Rockstar Games-like mockery, but simply out of a place that seems to deliver a message to the player. Dreams, Yakuza tells us, are worth pursuing and life, when lifted from the myriad of bizarre values and motivations that often enshroud it, is valuable. As a husband, father, friend to many, and teacher, I am constantly finding myself concerned about others -- their ambitions, dreams, and, perhaps most importantly, their hopes and belief in a future. To some, spending dozens of hours per year wandering the streets of Kamurocho, taking swings at the batting cages or managing hostess clubs might seem like a colossal waste of time. But, in the time I’ve spent digitally touring its streets, I’ve been continuously reminded to look on the bright side of life and find value in unexpected places. More importantly, I’ve been endeared by the game’s melodrama to keep my head up, and actively push back against negative thought patterns. Having Kazuma Kiryu in my corner has been enriching. But more importantly, it’s been inspirational. At its foundation, the world of Yakuza offers something that seems refreshing in today’s atmosphere of overly-mature videogames and other cynical entertainment offerings: Yakuza , at its core, provides us with a limitless sandbox like environment where every human emotion can be explored and inclination of human compulsion is allowed to exist, just by itself, free from condescension and snarky judgements, and tilted toward a worldview that assumes people to be generally good. And that can feel a lot like liberation. The post Let Yourself Be Huge: A Reflection on Yakuza’s Spirit of Personal Liberation appeared first on RPGamer .
RPGamerFeb 18
Collectible Turn-Based RPG Zanerdin: The Unbound Announced
Collectible Turn-Based RPG Zanerdin: The Unbound Announced South Korean studio Sanctuary Games has announced collectible turn-based RPG Zanerdin: The Unbound . The game is currently in development for PC and PlayStation 5, with a release date and pricing to be announced at a later date. The developer promises that the game will offer "gacha mechanics without microtransactions". Zanerdin: The Unbound is set in the fantasy world of Kalatos, which is built around the power of the six Blessings: Water, Fire, Earth, Metal, Wind, and Electric. Each person is born with the power of the one of the elements, which defines their strengths, social standing, and destiny. However, the core of Kalatos is home to the Chaos region, where inhabitants are born without powers. Players control Zanerdin, born in the Chaos region, as he travels the world to find the truth about his family. The game will include over 25 playable characters, with players building parties around their characters' skill set and making use of Theme and Synergy systems. It will include over 60 turn-based stages and raids to take on, with players earning materials and currency used to upgrade gear. Planned endgame content includes a tournament against AI opponents and a "Hardcore" battle stage, with additional story content and characters expected to be released as DLC.   The post Collectible Turn-Based RPG Zanerdin: The Unbound Announced appeared first on RPGamer .
RPGamerFeb 18
Dragon Is Dead Coming to Consoles in April
Dragon Is Dead Coming to Consoles in April TeamSuneat and PM Studios announced that 2D dark fantasy roguelite Dragon Is Dead is coming to consoles. The game, which released for PC in 2025, will be available for PlayStation 5, Xbox Series X|S, and Nintendo Switch on April 23, 2026. A physical Guernian Edition will release in North America on the same day that includes a physical disc/cartridge of the game, a special sleeve, a set of character cards, and a "Lore of Guernian" letter. 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 post Dragon Is Dead Coming to Consoles in April appeared first on RPGamer .
RPGamerFeb 18
Heart of the Machine Fully Releasing in March
Heart of the Machine Fully Releasing in March Hooded Horse and Arcen Games announced that Heart of the Machine will fully release for PC and Mac on March 6, 2026. The game, billed as a turn-based sci-fi 4X strategy RPG, will be available on via Steam , GOG.com , and the Epic Games Store , where it has been in Early Access since January 2025. The 1.0 version will include a new ending featuring four potential variants. Heart of the Machine puts players in the role of the world’s first sentient AI. Created in a city on the brink of collapse, players have free rein over their goals, and can choose whether to rule the city with an army of robots, become a benevolent overlord, or something else entirely. Players can interact with a variety of different factions, build various facilities and buildings, and create androids of different classes suited to particular roles and jobs.   [foogallery id="185207"] The post Heart of the Machine Fully Releasing in March appeared first on RPGamer .
RPGamerFeb 18
People of Note Demo Impression
People of Note Demo Impression The writing is self-aware and the game isn't afraid to throw out plenty of music -- and other -- references in conversation, item names, or small touches in the world. While it isn't the first game to combine musicals and role-playing in recent years, Annapurna Interactive and Iridium Studios's People of Note appears more than happy to get up on stage. Taking inspiration from classic turn-based RPGs and orchestrating its gameplay with plenty of musical flair, the game aims to deliver an exciting performance. RPGamer was able to get an early look at a demo of the game ahead of its public release and April launch date announcement . People of Note is set in a world driven by music, with various lands built around different genres. The 90-minute demo lets players go through its second chapter, which sees protagonist Cadence having just set out on her quest to form a band so she can try and win the Noteworthy music contest. Her quest leads her to the Rock City of Durandis, which is currently fractured into metal, grunge, and other sub-genres, while coming under attack from the country-based Homestead. Here, she encounters guitarist Fret and swiftly tries to get him on board while becoming a bit more involved in the world's power struggles than she'd like. [caption id="attachment_176971" align="aligncenter" width="640"] The demo sees Cadence visit the Rock City of Durandis.[/caption] The writing is self-aware and the game isn't afraid to throw out plenty of music -- and other -- references in conversation, item names, or small touches in the world. The conflicts in the demo are solved rather quickly, though there's not really enough of a sample size to suggest whether that ends up being to the game's benefit at this stage, but what's there is entertaining, and it promises plenty of fun interactions between the cast at the very least. The game's turn-based combat has a straightforward base, but enough bells and whistles to help distinguish itself. Each turn, or stanza, is divided between player actions and enemy actions according to the current time signature, which indicates the number of actions each side has. For the battles in the demo, it generally gives players one action for each character and enemies one or two actions per fighter, and defeating an enemy permanently reduces the enemy side's actions by one. The party can go in any order, and players have a regular set of actions available: attack, abilities, and rest. Abilities use BP, with one BP restored to each character every turn, but in addition to providing a bonus to defence for that turn, resting also immediately grants two BP. Abilities can get boosts depending on when they are used; for example, one particular offensive ability does more damage if used before any other action. In addition, each stanza takes on a different musical style, indicated in the game's UI and its background music. Any character who plays that style of music during a turn gets a boost to their actions, helping to make smart use of abilities and managing BP an important part of the game's strategy. In addition to their HP and BP, each character has a mashup meter that fills as they take damage. When two characters have a full mashup meter, they can perform a powerful joint attack. [caption id="attachment_176966" align="aligncenter" width="640"] Combat is based on a standard turn-based template, but has enough to distinguish itself.[/caption] An optional setting allows players to be able press a button in time with audiovisual cues to slightly boost attacks and skills. In addition, boss fights bring their own extra element, with bosses gaining crescendo as the battle goes on, powering them up and encouraging players not to act too defensively. In addition, the game features puzzle battles where players have to find the correct order of actions to defeat foes within a turn limit, which help introduce some of the strategy and skill synergies, as well as trivia encounters that test in-game knowledge/memory to receive bonus rewards. In addition to equipping an instrument (weapon), armour, and an accessory, players are able to choose their party's abilities by equipping songstones. These can be bought from shops and found in treasure chests, with further customisation coming from remix stones that add extra effects to certain songstone slots. The game also features some of the traditional RPG puzzles that are notably less common nowadays, with the demo chapter featuring a set where they have to get a beam to hit the required triggers. The game has some player-friendly difficulty options, with players able to readily get through puzzles and/or combat without trouble if they wish. The puzzles in the demo are straightforward to get to grips with but decently engaging, and their inclusion will be very pleasing for a certain group of RPGamers. [caption id="attachment_176975" align="aligncenter" width="640"] The musical element is covered with in-story song performances and a dynamic soundtrack.[/caption] People of Note' s musical focus means that the soundtrack is expected to play a big role, and the demo offers a strong initial showing, including a full in-story musical performance as Cadence persuades Fret to join her cause, ably performed by LEXXE and Jason Charles Miller. The game's battle themes all have multiple versions for each potential genre, and the demo showcases this nicely with some strong early tracks that showcase the soundtrack's dynamic nature. An early battle themes against the forces of the Homestead has plenty of country twang, but switches to Cadence's pop and Fret's rock as their genres take over in any combat stanzas. Multiple genres can even combine to further increase the musical offerings. The game's voice acting is certainly enjoyable, working with the game's nicely distinct art style to create some memorable characters. The environments are nice to look at and provide a good flavour to Durandis, while the UI is pleasingly eye-catching, even if everything leaves zero room for doubt that the game is all about music. There's a lot to like about the demo for People of Note . The gameplay is strong, the character interactions certainly appear entertaining, and the musical portion of the game is clearly in safe hands. The true test will be whether the game can hold up for its full length; early signs are of a very pleasing title with plenty to recommend if it can pull it all off. RPGamers won't have too long to wait to find out, with the game arriving on April 7, 2026, for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2.   Disclosure: This article is based on a demo build of the game provided by the publisher. The post People of Note Demo Impression appeared first on RPGamer .
RPGamerFeb 18
People of Note Arriving in April, Demo Released
People of Note Arriving in April, Demo Released Publisher Annapurna Interactive and developer Iridium Studios announced that People of Note will release on April 7, 2026. The turn-based RPG musical will be available on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2, priced at $24.99, with a 10% launch discount. In addition to announcing the release date, the companies have also released a Steam demo for the game. People of Note follows pop singer Cadence after she is shut out of the Noteworthy Song Contest. In an attempt to improve upon her solo act, she ventures between locations such as the Rock City of Durandis and the EDM City of Lumina, looking to fill out a band. The game features full-length cinematic musical sequences across a variety of genres, as well as turn-based combat with rhythm elements to deal additional damage, with players able to customise the experience with options such as turning off environmental puzzles or bypassing its combat. Those looking to read more about the game can check out RPGamer's impression from early access to the demo.   The post People of Note Arriving in April, Demo Released appeared first on RPGamer .
RPGamerFeb 18
Ariana and the Elder Codex Demo Impression
Ariana and the Elder Codex Demo Impression The demo of Ariana and the Elder Codex seems promising, providing an easy, charming, and engaging sidescrolling action RPG experience, with solid but clean combat, visuals, and storytelling. As a librarian, I don’t often see my profession broadly represented in media, let alone in video games, so Ariana and the Elder Codex immediately piqued my interest when I learned it featured a magic-wielding librarian girl… count me in. Developed by Compile Heart and HYDE and published by Idea Factory International, Ariana sees the eponymous main character set out to repair the Seven Hero Codices, as their alteration has caused magic to disappear from the world. Only with her magical librarian skills and ability to enter and repair the codices can she restore their magic. With the demo recently released, I decided to put on my best reading glasses, hop into a codex, and see if Ariana promises to be a real page-turner. From the outset, the demo is quite light on story detail, featuring just one of the many codices Ariana can enter; in particular, it has players explore the Codex of Earth. In this zone, earthquakes shake a mountain, and the local village, and a shrine maiden confers with the local gods about these ominous rumblings. As players progress through the level, interspersed cutscenes and story elements gradually reveal more about the world. All in all, it gave a fairly cute impression, even if the plot was quite simple. Notably, the demo was light on details about Ariana herself, although one scene featured her interacting with a friendly but suspicious fairy with whom she seemed familiar. Unfortunately, not much more could be gleaned about the overarching story, which was a bit disappointing, but the storybook theme for the world inside the codices seems encouraging. [caption id="attachment_185125" align="aligncenter" width="640"] Ariana, you’re not hallucinating; this fairy is very, very real. Trust me.[/caption] On the gameplay front, Ariana primarily fights with a host of magic spells, six of which are assignable at any given time. Each spell has a certain level of power, cast time, and cooldown, along with different elements to consider: earth, fire, water, wind, and neutral, the latter of which applies to her sword spell, a blasting spell, and a regeneration heal. When spells are cast at enemies, a meter indicates the level of elemental buildup, and once this is full, depending on the element, the enemy becomes stunned, allowing for massive damage. Using the elements in tandem against the right enemies is the key to success. Additionally, through the use of non-neutral elements, Ariana gradually builds up an elemental meter, which allows her to switch into a toggleable elemental form. Indicated by her dress changing color, this grants her sword that elemental affinity and empowers the accordant spells. Ariana ’s combat is engaging, but also not particularly complex or challenging. The wind spell in particular, which empowers Ariana’s sword and grants it range and penetration, felt a bit overpowered relative to the other spells, raising some concerns about balance and spell interplay. With that said, the level design and enemy placement did offer some nice incentive to mix up her arsenal. As Ariana progresses through the codex, the overarching goal is to defeat enemies in the level, which causes Altered Points to appear. In these, players are tasked with either quickly defeating enemies or quickly platforming to a point, and succeeding allows Ariana to repair the codex. Both the level design and combat feel like a light, easier Metroidvania, and the Altered Points do their job well, encouraging aggressive fights or providing pleasant platforming opportunities. [caption id="attachment_185127" align="aligncenter" width="640"] Empower the sword with wind to cut through enemies like a book opener through pages.[/caption] Exploration and combat through Altered Points provide experience, upgrades to Ariana’s power stat, or items that alter or empower her magical spells, though the demo was too brief to really gather much about the character growth systems or RPG mechanics. What can be said is that they seem rather straightforward, but again, pleasing and easy to understand. Ariana can equip various items to change her spell power or interact with the level in various ways, which provides good incentive to fully explore each area; knowing enemy locations or having that extra power bump helps in some of the more chaotic fights. The only real issue was that holding the dash and run button causes Ariana to run even when standing still, making dodging and moving a bit troublesome. On the visual front, Ariana has a light, charming, and attractive visual style, looking like a cute, flat storybook. The spells all have colorful, entertaining animations, and Ariana herself beams with magic, style, and a little bit of pizzazz with her idle animations. Sonically, the demo was less interesting, featuring only one or two tracks, which were fine but ultimately unremarkable. Voice acting was notably absent for all but Ariana and the fairy, and what’s present is quite good, though the scenes with the shrine maiden and inhabitants of the codex notably lacked voices, and it felt like the scenes’ drama would benefit from their inclusion. [caption id="attachment_185126" align="aligncenter" width="640"] The visuals, especially Ariana herself, are super adorable![/caption] The demo of Ariana and the Elder Codex seems promising, providing an easy, charming, and engaging sidescrolling action RPG experience, with solid but clean combat, visuals, and storytelling. Clocking in at about two hours, the demo doesn’t offer enough to comment on the story in depth, but I ultimately found myself engaged and interested, wanting to learn more about Ariana and excited to see what the other codices and the world outside of them might offer. For players interested, Ariana and Elder Codex will release for PlayStation 4, PlayStation 5, and Nintendo Switch in North America and Europe on March 24, 2026, with a PC release following later in the spring. The post Ariana and the Elder Codex Demo Impression appeared first on RPGamer .
RPGamerFeb 18
Magical Princess Releasing in Spring, Demo Updated
Magical Princess Releasing in Spring, Demo Updated Publisher MAGI Inc. and developer Neotro Inc. have announced that daughter-raising life sim RPG Magical Princess will release in spring 2026. The game will be available for PC via Steam , where a recently-updated demo is currently available. A new trailer for the game can be viewed below. Magical Princess sees players raise their daughter while she attends a magical academy. Players choose what classes to attend, part-time jobs to take on, and various other actions, including engaging in turn-based battles against monsters. It features a cast of over 30 characters with over 50 possible endings.   The post Magical Princess Releasing in Spring, Demo Updated appeared first on RPGamer .
RPGamerFeb 18
Eldritch Horror Roguelite Dive or Die: Children of Rain Announced
Eldritch Horror Roguelite Dive or Die: Children of Rain Announced Developer Drop Rate Studio and publisher Dear Villagers have announced Dive or Die: Children of Rain . The game is a "2D Lovecraftian underwater roguelite" and is planned to release on PC in Q2 2026. A demo is available to try out now on Steam that lets players experience the game's tutorial and first ten in-game days. Dive or Die: Children of Rain is set after years of “Black Rain” drowned the world. The few survivors are thrust into a race against time, as the eldritch Rainmaker has given humanity the task of recovering sacred idols hidden deep within the "Abyssal Pool" within forty days, or to be made extinct in the final Flood. Players will need to manage their camp of survivors while undertaking dives in the depths, where they will need to overcome limited oxygen, potential injuries, and madness.   [foogallery id="185169"]   The post Eldritch Horror Roguelite Dive or Die: Children of Rain Announced appeared first on RPGamer .
RPGamerFeb 18
Elemental: Reforged Fully Launching in March
Elemental: Reforged Fully Launching in March Stardock Entertainment announced that its fantasy 4X strategy RPG hybrid Elemental: Reforged  will exit Early Access on Steam and fully release on March 17, 2026. The game looks to combine the previous three Elemental games -- 2010's Elemental: War of Magic , 2012's Elemental: Fallen Enchantress , and 2016 spin-off Sorcerer King: Rivals  -- with a 3D engine as well as remastered visuals, features, and content. Elemental: Reforged  sees players creating their own character and building up their own civilisation while facing off against opponents and seeking to controls shards of magic that grant new powers and abilities. The game includes three story campaigns, the ability to create hereditary dynasties; a crafting system; numerous storylines, quests, and dungeons; twelve distinct civilisations; and Steam Workshop support.   [foogallery id="185159"] The post Elemental: Reforged Fully Launching in March appeared first on RPGamer .
RPGamerFeb 18