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Adventure Corner ~ OPUS: Prism Peak
Adventure Corner ~ OPUS: Prism Peak Welcome to Adventure Corner, a column where members of the RPGamer staff can give their thoughts, impressions, and pseudo-reviews for various adventure titles that don't come under our usual coverage. Adventure Corner is aimed at delivering opinions on a wide range of titles including visual novels, point-and-click adventures, investigative mysteries, and so forth. In this edition of the column we take a look at OPUS: Prism Peak , the fourth narrative adventure title in the OPUS series focusing on the journey of a lost ex-photojournalist and a young girl in the mysterious, spirit-inhabited Dusklands. OPUS: Prism Peak Platform: Nintendo Switch 2 (also available on PC, Nintendo Switch) Release Date: 04.16.2026 Publisher: SHUEISHA GAMES Developer: SIGONO INC. Official Site   There are adventure games that are played as an escape from everyday life, and then there are those that are played for introspection. OPUS: Prism Peak falls into the latter, inviting players to ponder deeply about what gives life meaning. It is a game that serves as a poignant reminder of the many ways to live, and that going through life alone and with regrets shouldn't be one of those ways. Players are introduced to Eugene, a man in his 40s who has led a less-than-remarkable life. Through flashbacks, the story opens with innocent childhood memories of young Eugene being taught photography by his grandpa, as an escape from family conflicts. This then transitions to a jaded monologue where players see where the trajectory of Eugene's key life decisions lands decades later. Events that have left him astray in life are brought into focus, such as his short-lived pursuit of photojournalism in the city, a failed café venture shortly after, and falling-outs with his wife and other loved ones. While driving home towards the mountains in thick fog, Eugene loses sight of the road in a dark tunnel and crashes. When he comes to, he sees he has hit a strange statue, and something feels off. The tunnel loops eerily, words are replaced by symbols in another language, and random objects appear and reappear in different places. Eventually, players make their way out and find a young girl who later calls herself Ren. Approaching Ren attracts a dangerous figure who gives chase. When the two make it to safety, the child reveals that she has amnesia and only remembers that she must get to the mountain in the distance. With no leads on how to get home, other than a camera gifted by a sambar deer spirit, Eugene escorts the girl towards the mountain, and thus their journey in the Dusklands begins. [caption id="attachment_189810" align="aligncenter" width="640"] What does the deer want?[/caption] OPUS: Prism Peak is a game heavily driven by the player's choices. Players must learn to truly understand Eugene, who is more than the resigned failure he believes himself to be. Ren is an enigma to Eugene, and while he needs to get home, he decides to help her despite being lost himself. The spirits he meets along the way are whimsical and fascinating, providing clues and insights on the journey. There are plenty of instances where players have to make an interpretation of a character's circumstances, leading to many satisfying "aha" moments. The player's choices, be it in their actions or dialogue, are scored and ultimately result in different endings. In the style of an interactive movie, OPUS: Prism Peak challenges players to observe their surroundings closely, interpret nuances accurately, and find clarity in ambiguity. The world has a dreamlike quality, where communing with spirits and sifting through memories blur the past and present. The use of metaphors is fitting in this game overall, adding intrigue, although the camera metaphors about "seeing clearly" and "capturing moments to make them stay" may be too cliché for some. The characters, flawed and genuine, are intricately woven into the narrative. Their motives, feelings, and coping strategies are credible, given their differing outlooks on life. There is a sense of awe when players uncover a character's innermost thoughts and truly see them. OPUS: Prism Peak isn't afraid to show a character's fear of their most painful memories through haunting palettes, atmospheric tracks, or powerful dialogue. Many games can struggle to deliver emotional impact where it counts; however, SIGONO and Shueisha Games peel characters back layer by layer in an extremely delicate and effective manner. [caption id="attachment_189811" align="aligncenter" width="640"] Nice and steady.[/caption] The photography system in OPUS: Prism Peak is simple, requiring no advanced camera knowledge from players. The mechanics include cleaning the lens, changing filter lenses, and adjusting the focus and light exposure. Photos are not assessed on how aesthetic they are, but on whether they capture the right information and if they are taken in adequate light. Information is easily accessible, with important photos automatically added to the Key Photos album, and progress on findings kept in the Field Notes journal. There are plenty of verbal cues provided in OPUS: Prism Peak , and while they can be helpful, sometimes the incessant commentary and barrage of rhetorical questions, particularly by Ren, are distracting for a player in deep immersion. The game switches between first- and third-person, with the latter used for most of the exploration, and the former for flashbacks and taking photos. Level design is strictly linear, where players explore an area by interacting with objects, taking photos, and using them to solve puzzles to progress. There is no time pressure to progress aside from action sequences; however, once players decide to move on, they are unable to return to a previous area. There is a cost for not being thorough, as OPUS: Prism Peak makes sure players feel the weight of missed interactions through verbal and visual feedback. Light action sequences are scattered in OPUS: Prism Peak, ensuring big moments have a chance to shine throughout the game. Unlike how dialogue choices affect the game's ending, failing an action sequence simply means players are elegantly brought back (without a game over screen) to the sequence to try again. Considering that the Nintendo Switch 2 handles many games with more intensive gameplay than OPUS: Prism Peak , it is disappointing to see frame drops on the Nintendo Switch 2 during these critical moments. Additionally, the low resolution in dark areas makes it difficult to play through. [caption id="attachment_189812" align="aligncenter" width="640"] Let the fire guide you.[/caption] The score is incredibly cohesive and carries on the legacy of the series. Implementing feedback from previous titles, OPUS: Prism Peak's ambitious soundtrack is wonderfully immersive, with beautiful motifs and live orchestration. It's the kind of soundtrack that will leave players feeling sentimental, like a Makoto Shinkai or Hayao Miyazaki film. Players may prepare themselves for the emotional journey ahead, but as soon as the soundtrack peaks, they'll end up crying anyway. The sound experience is consistent throughout and not impacted by performance issues. From the incredible voice work that drives the resolve of the characters, to the soft whirs and clicks of the camera, the contemplative scribbling of notes, and the gentle crackling of fire, each moment is elevated in its own way. The lens one views life through determines how they live. Players who are feeling lost in life need to "see" OPUS: Prism Peak for themselves. With alternative endings and approximately a dozen or so hours of story, OPUS: Prism Peak is a captivating, cinematic journey where the view from the summit is extraordinary, but it's the perspective gained along the way that allows one to truly see it.   Disclosure: This article is based on a free copy of the game provided by the publisher. The post Adventure Corner ~ OPUS: Prism Peak appeared first on RPGamer .
RPGamerApr 27
The Twisted Tales of Spike McFang Retroview
The Twisted Tales of Spike McFang Retroview A Tame Twist What happens when you mix gothic-style horrors with a child-like aesthetic? You get The Twisted Tales of Spike McFang , a unique RPG that blends colorful sprites into a world centered around vampires and other creatures of the night. I remember seeing this game in Nintendo Power, and the art and graphics really called out to me as a kid. I even have a drawing of Rudy, one of the game's characters. For whatever reason, I never got around to playing it back then, but I recently corrected that oversight. My time with this twisted tale is mixed, with lots of annoying aspects getting in the way of what otherwise might have been an enjoyable experience. The Twisted Tales of Spike McFang is an action RPG that revolves around Spike, a young vampire and son of Lord Dracuman, the ruler of the kingdom of Vladamasco. Spike has yet to mature into the blood-sucking ways of his adult peers. Instead, he enjoys consuming tomatoes, which both act as a health bar for the young protagonist and as a means to heal himself in a pinch. The game tones down all the creepiness associated with the many monsters Spike encounters throughout his journey, settling for a cutesy art style that is kid-friendly. As such, the story is very lighthearted and silly in nature. While Spike's sprite is slightly goofy in design, he and the rest of the gang look crisp as they explore the different areas. Most locations have mild platforming puzzles for players to tackle, but there are no real brain-teasers in this game. [caption id="attachment_190248" align="aligncenter" width="480"] Don't wave the white flag yet, professor![/caption] Spike gets news that his parents have been kidnapped, but he has already put a down payment to train at Fighter Island, so he opts to go through a tutorial course before actually helping out the kingdom. This area acts as a good tutorial of the game's basic mechanics. Spike can jump over objects, use his cape to spin attack enemies nearby, and also charge up his hat to use a ranged attack. The top hat move will serve as Spike's main source of damage for most of the game. The drawback to the ranged attack is that it takes a second to charge, and it also locks Spike in place. Spike can pick a direction he wants to fling his hat at, and depending on the equipped hat, it will fly in a unique pattern before returning to his head. The spin move feels poorly implemented. The close proximity of its range never makes it feel truly safe to use as a reliable source of damage, and if the player spams the move, Spike will get dizzy and become uncontrollable for a few seconds. This happens way too often and leaves the young vampire vulnerable for what feels like an eternity. It's pretty frustrating watching Spike get dizzy in the middle of a fracas, especially with how quickly the status takes root and immobilizes the player. While combat can be a drag, the visuals surrounding it are top-notch for an SNES title. There is a lot of variety with monster designs, and all the bosses look great. Spike is even joined by one of his two companions as he makes his way through the game. These NPCs are very helpful in battle, as they do not have any hit points to manage and can deal decent damage to enemies. On the flip side, enemy health bars are represented by garlic cloves. Spike and the enemy he is facing will have their hit points represented in the top right and left sides of the screen. At least players are able to track how long a battle might take, even if some bosses circumvent this system with a new meter once they change forms. There are a few items to collect in this game. Spike can purchase new hats, which provide better damage and some new flying patterns to tinker with in fights. There are also cards to purchase, and they have a myriad of uses, such as casting magic against the enemies on screen, or ones that can heal the young hero. Unfortunately, most of the offensive spells do not seem as useful as the ability to heal Spike. There is also a teleport spell that will send Spike out of dungeons back to Professor Steam, who will also provide a full recovery. The issue lies in the grind required to gain experience and collect the money for all these items. Luckily, there are not a lot of hats to purchase, and the max level for Spike is sixteen. [caption id="attachment_190250" align="aligncenter" width="640"] Hat, you missed the target![/caption] The music in Spike McFang fits the carefree atmosphere the game presents to the player. Most tracks are whimsical in nature and really reflect the overall happy-go-lucky demeanor of the game. Even most dungeon themes offer little sense of dread and despair. That's not to say the soundtrack is bad. There are lovely blends of jazz and other upbeat songs found throughout. Overall, The Twisted Tales of Spike McFang is more tame than twisted. I did not enjoy the amount of grinding needed to level up, and the fact that I also was not a fan of the battle system made the grind a twofold irritation. Still, the game is very pleasant to look at, with the characters and locations all popping off the screen. If it weren't for the annoying combat issues, this is a game I would definitely replay. If I had played this game as a kid, I would have more leeway with some of the setbacks, but as is, I would rather replay games that were less tedious. Disclosure: This review is purely comparing this game to other SNES RPGs. Nintendo Power issue 61 has an article for this game. The post The Twisted Tales of Spike McFang Retroview appeared first on RPGamer .
RPGamerApr 26
RPG Cast – Episode 810: “Steampunk Ys Metroidvania”
RPG Cast – Episode 810: “Steampunk Ys Metroidvania” Kelley is here to introduce the new Home Maintenance 'Cast. Matt is finally freed from the drudgery of the Atelier gauntlet, but is now avoiding all the games... because they're SaGa. Andi is enjoying the bonus bleeps from Chris across the room. Oh, and there's another person we can't give a boat to. Question of the Week Is this the expansion that gets you into (or returning to) FF14? Check out the show notes here! The post RPG Cast – Episode 810: “Steampunk Ys Metroidvania” appeared first on RPGamer .
RPGamerApr 26
RPGamer Round-Up: April 19 – April 26
RPGamer Round-Up: April 19 – April 26 Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.       Editorial Content Ys Memoire: Revelations in Celceta Review Adol is a pure-hearted adventurer who persists even through a bout of amnesia. Ryan Costa sees if Nihon Falcom’s Ys Memoire: Revelations in Celceta sticks in players' minds, or is a more forgettable adventure. Rise of the Ronin Review Team Ninja took a bold step into open-world design with Rise of the Ronin , set against the turbulent Bakumatsu era. Imani Jones reports that while the studio's combat remains strong, repetitive structure and a sprawling, unfocused story keep the game from rising above its peers. Glory of Heracles III Retroview Glory of Heracles III is an RPG that never came out in the US, but thanks to fan translations it is available for those who are eager to try out a game centered around Greek gods. Ryan Radcliff finds that for a game that released in the early 90s, it has a fun story and some memorable music. Full Steam Ahead #1 | Celestial Tear: Demon’s Revenge Gaining a Steam Deck has given Michael Baker the opportunity to dive into his backlog. His first attempt at going Full Steam Ahead went through Celestial Tear: Demon’s Revenge . Palia: Royal Highlands Preview Singularity 6 revealed its newest expansion for free-to-play fantasy life-sim Palia . RPGamer was given an early look at the Royal Highlands ahead of their arrival in the game next month. A Decade Later: Dark Souls Series Retrospective Ten years have passed since the Dark Souls trilogy concluded with the release of Dark Souls III . Jordan McClain considers what made the Souls series stand out so brightly and birth an entire subgenre.   Major News Final Fantasy XIV: Evercold Expansion, Switch 2 Version Announced Final Fantasy XIV Anaheim Fan Fest Press Conference Provides Further Evercold Insights Anaheim’s Final Fantasy XIV Fan Fest opened with producer and director Naoki Yoshida revealing the MMORPG’s sixth expansion. Evercold will release in January, bringing with it plenty of new content and system changes, while the game is also coming to Switch 2 in August. Brigandine: Abyss Launching in August Happinet and NIS America announced an August launch date for Brigandine: Abyss . The strategy RPG, following in the footsteps of the series’ 2020 revival, will be available on PC and consoles. Echo Generation 2 Releasing in May Cococucumber revealed that Echo Generation 2 is set to arrive in just over a month. The sequel to the 2021 title will release on PC, Xbox One, and Xbox Series X|S. Disgaea Mayhem Releasing in July NIS America announced that Disgaea Mayhem will release in North America and Europe in July. The game is an action RPG with numerous returning elements and systems from the Disgaea series. Manafinder II Announced Developer Wolfsden LLC announced a follow-up to its turn-based RPG Manafinder . A Set in a distant future to the first game, Manafinder II is set to release in early 2027.       Magical Princess Releasing This Week MAGI Inc. and Neotro Inc. revealed that Magical Princess releases this coming week. The daughter-raising life sim RPG will be available on Steam. FuRyu Announces Crymelight FuRyu announced a new title in its Cry series following Crystar and Crymachina . Action RPG Crymelight is planned to release on PC and consoles in November. Annihilated Launching in July Flashlight Games and Death Kumiai announced a July release date for Annihilated . The game is set after the hero’s party is annihilated, with players able to save one character. Zero Parades: For Dead Spies Introduces the Crew ZA/UM released new media and details for narrative espionage RPG Zero Parades: For Dead Spies . The update introduces the other former members of the Whole Sick Crew. Frosthaven Update Goes Into the Abyss Arc Games and Snapshot Games have released a new Early Access update for Frosthaven . Into the Abyss is planned to be the final update before its full launch, and RPGamer was able to learn some early details about it. The Expanse: Osiris Reborn Closed Beta Now Available Owlcat Games has released its closed beta for The Expanse: Osiris Reborn . The beta is available on PC, PS5, and Xbox Series X|S for those who have purchased its Collector’s Edition or Miller’s Pack. Other News Clockwork Ambrosia Releasing in May Gamebook RPG Veritas Tales: Witch of the Dark Castle Announced STARDUST: Wish of Witch Releasing in Late May Exstetra Remaster Announced for PC .45 Parabellum Bloodhound Releasing Later This Year Village-Building Action RPG Warota: I Live Next to The Demon King’s Castle LOL Announced Nexon Announces MMORPG Embers of the Uncrowned Aion 2 Getting International Release Super Robot Wars Y Expansion Pack, Free Update Revealed Nioh 3 Update Releasing Next Week Zenless Zone Zero Version 2.8 Update, Steam Release Announced HYKE: Northern Lights Getting Free Update This Week The Player Who Can’t Level Up Demo Released Where Winds Meet Hexi Finale Update Arriving Next Week Enshrouded’s Forging the Path Update Provides System Overhauls Echoes of Elysium Update Overhauls Introduction, Adds Glider Progression Stormforge Coming to Early Access Later This Year Shinigami Hime to Ishokan no Kaibutsu Details Facilities Deep Dish Dungeon Xbox Series X|S Version Added Media and New Releases Neverness to Everness Gets Pre-Launch Trailer, Music Collaborations Announced Shadow of the Road Story Trailer Released Beast of Reincarnation Starts Pre-Orders with New Trailer The Backworld Receives New Trailer, Demo Second Celestial Return Devlog Talks Inspirations and Comparisons Mistfall Hunter Shows Solemn Needles Map Voidling Bound Trailer Shows the Abyss Starfinder: Afterlight Video Shows Early Gameplay, Introduces Nuara Prelude Dark Pain Trailer Introduces Recruitable Allies Four SaGa Titles Released on GOG.com Wild Arms 4 Available on PS4, PS5 Foreign Sun Released on PC, Switch Cralon Released on Steam New Release Round-Up (April 23, 2026) Podcasts Episode 437: Naming Is Hard – Q&A Quest Episode 438: Year of Capcom – Q&A Quest In the latest episodes of Q&A Quest, we discuss the difficulty of naming podcast episodes and answer a score of questions. We also discuss Pragmata and the legacy of the PlayStation 3. The post RPGamer Round-Up: April 19 – April 26 appeared first on RPGamer .
RPGamerApr 26
Final Fantasy XIV Anaheim Fan Fest Press Conference Provides Further Evercold Insights
Final Fantasy XIV Anaheim Fan Fest Press Conference Provides Further Evercold Insights Shortly after the Piano Concert at Final Fantasy XIV Fan Fest in Anaheim, producer and director Naoki Yoshida held a press conference regarding the day's earlier announcement of the EverCold expansion. During the press conference, he answered a variety of questions -- translated by Aimi Tokutake -- submitted in advance from the variety of press members in attendance. When asked if the Nintendo Switch 2 version of Final Fantasy XIV , planned to release in August, will utilize the built-in mouse controls, Yoshida stated that it is possible and that he believes the QA team is testing it. However, he imagines that more serious Savage Raid players would be more likely to hook up their own mouse and keyboard to play it on the TV, while those doing crafting, gathering, or more casual gameplay would enjoy using handheld mode. Yoshida stated that he hopes that players will find the way to play that is best suited for themselves. Speaking towards the Switch 2's specifications and how it compares to other platforms, the team is working hard on the optimization of the platform. With towns and crowded areas there might be a higher ping, but it is still able to reach 30 fps while staying in a stable state. Considering duty content, the performance will be of no concern and there isn't a need to worry in respect to the Switch 2 handling duty content compared to other platforms.   [caption id="attachment_190240" align="aligncenter" width="540"] Naoki Yoshida and Aimi Tokutake[/caption]   With respect to the keynote's references to potential issues with the PlayStation 4 version, Yoshida wanted to clear a few things up. The PlayStation 4 version will still fully support 8.0. However, the game will need to transition from PlayStation 4 in future because of the hardware limitations, particularly its size. Sony has been supporting Square Enix to continue for the PlayStation 4 version, but it is reaching the point where hardware may not be able to handle it in future. He stated that PlayStation 4 players should consider slowly transitioning to the PlayStation 5, but that Square Enix will not be ending support for PlayStation 4 in the immediate future. The next question addressed the choice of Dancing Mad for the next Ultimate Raid being introduced in the Patch 7.5x update series. Yoshida stated that there are a limited number of developer who work with the Ultimate Raids and that they usually take it in turns in turns of volunteer. The developer who pitched Dancing Mad (Ultimate) is a huge Final Fantasy VI fan and had worked on the Normal and Savage versions, but wanted to make it even better.     The subject switched to the two new (yet to be fully revealed) Jobs and the game's new Evolved Mode, where existing Jobs have a new mode that gives players brand new action rotations. He stated that the selection of the Jobs was irrelevant to the process of evolving the game's battle system. The process notes that DPS is the most popular role, so each expansion includes at least one new DPS job. For the second job the team therefore generally alternates between the two, also rotating the type of DPS added. After the roles have been decided, the team will then pitch ideas for the weapon and general gameplay experience of the Job before deciding on the name based on its mechanics. If this aligns with a previous Final Fantasy Job it will usually receive that name; however, in the case of Evercold' s new Jobs, they are deemed original enough to warrant unique names. The process of developing the Evolved Mode began around a year and half ago with Yoshida approaching Assistant Director Tsuyoshi Yokozawa and Battle Director Kei Sato with its basic idea. They suggested Hikaru Tamaki (known as "Mr. Prime") as the best person to lead the effort. The biggest challenge for the team was time, with Tamaki designing the individual jobs while checking different encounters for balance and difficulty levels, plus all the gimmicks and mechanics, and its impact on PvP. As of February, all twenty-one current Jobs were available to test, though the team is still making adjustments. Discussing the choice to include both Reborn Mode, which is effectively the current action system, and the new Evolved Mode, Yoshida cited the history of Star Wars Galaxies . He stated that he did not wish to remove a core system that players had become so comfortable with over the thirteen years since the launch of A Realm Reborn . However, he did point to the streamlined nature of the Viper and Pictomancer Jobs introduced in Dawntrail showing them stepping into the philosophy of Evolved Mode. The next question covered the unified region player matching, with duty matching and the Party Finder now working across each region rather than individual data centers and what made this possible. Yoshida noted the existence of the Party Finder and World Visit system as things that were created and laid the building blocks to enable this change alongside infrastructure improvements that started around two years ago. It is something that he stated he has always wanted to implement, but it only now that the team is confident enough in the server infrastructure to be able to support it.     Turning to the name and theme of the expansion, Yoshida said that his original name for it was "Absolute Zero". He noted that previous expansions were similarly changed from their initial ideas: Stormblood was originally "Rebellion", Shadowbringers was "Darkbringer", and Endwalker was "World's End". While he already had the idea for the overall direction of the saga, thoughts about the theme itself started around two months after the launch of Dawntrail . Part of the inspiration was the scientific evidence of Earth being previously frozen over, but that there are many potential metaphorical meanings for something being frozen or icing over. With the expansion, players will be encountering many difference instances of ice they will need to melt or break through. He also noted that some people were sharp enough to catch potential Norse influences in parts of the teaser trailer. Finally, in discussing additional Final Fantasy XIV releases and the future of the game, Yoshida stated that he has considered additional titles. However, he considers that the only team who might be able to make something like a standalone single-player Final Fantasy XIV  would be the current team and that they are already busy. However, if another team is serious enough on creating a new title or release, the team would be happy to hear their pitch. He also addressed the "ten-year journey" for Final Fantasy XIV , noting that he doesn't consider there being an end-goal for it, that implies an end point that he doesn't see Final Fantasy XIV having and that it will continue on after he has left. His hope is that in ten years, the team is able to deliver another story climax that matches or surpasses that of the previous ten years, and that the team is building towards that with Evercold . The post Final Fantasy XIV Anaheim Fan Fest Press Conference Provides Further Evercold Insights appeared first on RPGamer .
RPGamerApr 25
Exstetra Remaster Announced for PC
Exstetra Remaster Announced for PC FuRyu has announced a PC remaster of Exstetra , its 2013 Japan-only Nintendo 3DS and PlayStation Vita title. The game is a kissing-themed RPG and will release via Steam , with the Steam page indicating that it will have support for English, Japanese, Simplified Chinese, and Traditional Chinese language options. A release date was not announced. Exstetra is set in Amazia, a fusion of Tokyo and another world that is fated for destruction. It follows Ryoma, a high school student becomes the chosen saviour known as the Prisma, with the power to turn candidates into become Prisma Knights with a kiss. Those looking to read more can check out Michael Baker's import review of its Japanese Nintendo 3DS release.   [foogallery id="190189"] The post Exstetra Remaster Announced for PC appeared first on RPGamer .
RPGamerApr 25
HYKE: Northern Lights Getting Free Update This Week
HYKE: Northern Lights Getting Free Update This Week Aniplex and Akatsuki Games announced a free update for HYKE: Northern Light(s) . The "A Witch’s Chill Time" update will release on PC, PlayStation 5, and Nintendo Switch on April 30, 2026, before arriving on Apple Arcade at a later date. The update involves a hot spring featuring new tag battle challenges and five story episodes. HYKE: Northern Light(s) is set in a world devastated by a war between humans and witches. It follows Hyke, a white-haired girl, who follows in her witch mother’s footsteps on a journey around the world, where she finds the unexplored “Forbidden Areas”. However, these areas turn out to be guarded by witches known as Metheos. Hyke is joined by various different witches on her explorations, each with their own distinct play styles. The game also includes camping where players can set out their equipment, cook, and relax.   The post HYKE: Northern Lights Getting Free Update This Week appeared first on RPGamer .
RPGamerApr 25
.45 Parabellum Bloodhound Releasing Later This Year
.45 Parabellum Bloodhound Releasing Later This Year VA-11 Hall-A developer Sukeban Games announced that its latest title, cyberpunk RPG .45 Parabellum Bloodhound , will release in summer of fall of this year. The game, billed as an active time action game, will be available for PC via Steam . A new trailer for the game can be viewed below. .45 Parabellum Bloodhound follows Reila Mikazuchi, who is described as "a killing machine emerging from depression looking to rebuild her life doing what she knows best". The game features lo-fi visuals with a combat system where positioning and chaining skills are crucial to survival. It has seven atmospheric stages that include various hand-placed encounters, dialogue events, and riddles.   [foogallery id="190225"]   The post .45 Parabellum Bloodhound Releasing Later This Year appeared first on RPGamer .
RPGamerApr 25
STARDUST: Wish of Witch Releasing in Late May
STARDUST: Wish of Witch Releasing in Late May Developer Kniv Studio announced that its strategy RPG STARDUST: Wish of Witch will release at 5pm PDT on May 28, 2026. The game will be available for PC via Steam , where a demo is currently available. STARDUST: Wish of Witch follows tomboyish warrior Star and her mage childhood friend Yu as they embark on an adventure centred around stars and fate. Combat is grid-based, and utilises card and combo systems.   [foogallery id="182920"] The post STARDUST: Wish of Witch Releasing in Late May appeared first on RPGamer .
RPGamerApr 25
Village-Building Action RPG Warota: I Live Next to The Demon King’s Castle LOL Announced
Village-Building Action RPG Warota: I Live Next to The Demon King’s Castle LOL Announced Publisher One or Eight and developer Team Earth Wars announced comedic village-building action RPG Warota: I Live Next to The Demon King's Castle LOL . The game is in development for PC and is planned to release via Steam this summer. Warota: I Live Next to The Demon King's Castle LOL follows a player character who is resurrected by a goddess in another world that has been taken over by an idol Demon King. The player is given the power of creation to rebuild the world and sets out to gather materials, craft furniture, creating buildings, and recruit and assign villagers. However, each time the idol Demon King holds a "Live", monsters are sent out on a rampage, with players needing to help defend their village, defeat bosses, and learn the secrets of the world.   [foogallery id="190207"]   The post Village-Building Action RPG Warota: I Live Next to The Demon King’s Castle LOL Announced appeared first on RPGamer .
RPGamerApr 25