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!
People of Note Gets New Musical Trailer
People of Note Gets New Musical Trailer Publisher Annapurna Interactive and developer Iridium Studios released a new trailer for upcoming musical RPG People of Note . The "Under the Lights" trailer features the titular song, acting as a music video while showing various short clips from the game. the companies also announced that lead character Cadence is voiced by, with singing performances from LEXXE. People of Note is planned to release in 2026 for PC, PlayStation 5, and Xbox Series X|S. The game sees Cadence attempt to improve upon her solo act, venturing between locations such as the Rock City of Durandis and the EDM City of Lumina while looking to fill out a band. Meanwhile, a force called the Harmonic Convergence is causing problems in the world’s musical energies, with dark forces also causing disruption, setting up Cadence and her allies to play an important role in ensuring the future of music. 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.   The post People of Note Gets New Musical Trailer appeared first on RPGamer .
RPGamerDec 10
Quest Master Gets New Update, Full Release Window
Quest Master Gets New Update, Full Release Window Apogee Entertainment and Skydevilpalm provided new announcements for sandbox adventure and dungeon-crafting title Quest Master . First, they announced that the game will exit Steam Early Access and fully release on PC in Q2 2026. In addition, they will be releasing a new surprise update for the Early Access version. The updates adds the upgradable bow and arrow weapon, which comes with bomb arrows and the Eye Switch dungeon tool, as well as adding a holiday theme to Castle Town. The update originally went live earlier today, but has been temporarily rolled back to investigate mod-related crashes. Quest Master sees players creating pixel art top-down dungeons with a setting reminiscent of 1990s top-down adventures for hero Lanze, heroine Javelynn, and furry sidekick Shiv to tackle. Players can upload their multi-tiered creations — which can include levers, timed switches, moving platforms, and more — online for other players to take on with filtering and rating options available. Up to three players can join forces to tackle dungeons.   The post Quest Master Gets New Update, Full Release Window appeared first on RPGamer .
RPGamerDec 10
Inazuma Eleven: Victory Road Review
Inazuma Eleven: Victory Road Review Inazuma Eleven: The Next Generation Level-5's Inazuma Eleven football RPG franchise had a solid run on the Nintendo DS and 3DS, at least in Japan and Europe. While Europe received five of its six mainline titles, those in North America sadly only got their hands on the first title. Now, after a long developmental process, the series at last marks its global return on the latest generation of systems with Inazuma Eleven: Victory Road . Despite requiring a complete revamp of the controls, Level-5 has done a fine job translating its larger-than-life take on "the beautiful game" and retaining all of the charm that series brought to the table it its original heyday. The first thing to get out of the way with Inazuma Eleven: Victory Road is the naming conventions and English localisation options. In a nice touch to both connect with the series' history and give newcomers the option of a more "authentic" introduction, Level-5 has elected to let English players choose whether to use localised English character and place names or romanised versions of the Japanese names. As it was the version played for this review, this article will refer to names using their full English localisation. However, while all the other in-game text and English voicing reflect this choice, a few small elements -- such as a city sign and the shirt names in fully animated cutscenes -- are noticeable for retaining the Japanese names. [caption id="attachment_180776" align="aligncenter" width="640"] This is a football RPG.[/caption] Inazuma Eleven: Victory Road' s Story Mode takes place some twenty-five years after the original trilogy, with Raimon now the powerhouse of the surprisingly popular Japanese youth football scene. Against this backdrop, the game stars Destin Billows, a young boy who has enrolled at South Cirrus Junior High precisely because of its lack of a football team. Destin's attempted shunning of football is quickly reversed, and he soon leads the charge to restore South Cirrus's football team and take on the famed Football Frontier tournament. The other main story thread concerns Harper Evans, current star of Raimon and son of previous protagonist Mark Evans, and his struggles to appreciate a sport he has immense ability in. Destin himself stands out in the protagonist role as his abilities and initially hidden passion for football become clear. Playing against type for JRPG protagonists, his clear level of forethought and strategising solidifies him as one of the more memorable protagonists of recent years, constantly taking even his allies by surprise with his plans, and it's greatly enjoyable seeing him able to channel his love for football in a different manner and and get so much out of it. Players also quickly become acquainted with the main members of South Cirrus's reformed football club, who prove to be an entertainingly varied crowd that quickly develops a welcome camaraderie, while Harper's story provides a good counterpoint to Destin's. In addition to the main cast, players are also able to choose five more players from a pool of fifteen who fill out the initial ranks and interject during certain scenes to make them feel like part of the team, even if they aren't important to any of the events. It is often quite easy to predict twists ahead of time, and some threads that could run on for longer are suddenly dealt with bizarrely quickly. As Inazuma plotlines go, Victory Road' s main story is fairly straightforward, and there aren't any true antagonists for the team to really have to deal with that offer any recurring threat or stakes, but the cast generates a great sense of charm that really helps carry the game. There is certainly room to continue the exploits of South Cirrus into a wilder plot in line with some of the other titles in the series, but this more grounded storyline works well to introduce returning players to the new cast and new players to the series, given Victory Road' s status as a soft reboot. [caption id="attachment_180777" align="aligncenter" width="640"] Despite being somehow surprised here, Destin's meticulous strategising makes him a memorable protagonist.[/caption] Once it gets going, progressing the story is done by advancing through various events before participating in each chapter's climactic story match, though with how the story unfolds, it takes several hours before any football is actually played. Instead, players are first introduced to encounters involving literal rock-paper-scissors combat. These do a fairly simple job of giving players some extra interaction other than advancing between story points and are later simply used to obtain resources or gain some extra experience. Between story events and matches, players can explore South Cirrus and undertake basic sidequests, participate in training mini-games (which vary in enjoyability), purchase equipment or other upgrades, play friendly eleven-a-side matches or five-on-five football battles against other schools or clubs, and eventually start recruiting additional players from the school if they wish. Recruiting non-story students requires fulfilling an assortment of conditions unique to each player, but is certainly not needed to actually progress, especially as most story matches require some combination of main characters to be in the side anyway. Each story match has a set of requirements for players to meet before they can start it, which mostly involves selecting specific tactics and levelling the team enough to gain a sufficient rating. Once they have met the requirements, players can choose when to progress, and there's enough to do and unlock to make these interludes engaging and keep players entertained for as long as they wish. The game's version of football is built around passing the ball or winning one-on-one focus battles, where the player tries to get past the defender or win the ball by either movement choices or using a special skill, to get close enough to the goal to unleash a shot. Special skills make use of the Tension Gauge, itself filled by participating in focus battles without using said skills, and guarantee winning a focus battle -- provided the opposition isn't using a special skill themselves, at which point the skills "compete", with one coming out on top -- or significantly power up a shot. Scoring goals is primarily determined by comparing the shot power to the opponent's keeper points, which deplete with each shot, meaning that even if a single shot isn't powerful enough, getting enough shots on target should eventually find a way through. Shots can also potentially be blocked by defenders, who can use their own special skills to significantly reduce the shot power or even stop it on their own. [caption id="attachment_180778" align="aligncenter" width="640"] The game's take on football is built around one-on-one battles where special skills can be used.[/caption] The game makes for a very enjoyable take on football and includes offsides, substitutions, fouls, and yellow cards (though the latter two feel more arbitrary than anything else when given), as well as a selection of formations and special tactics that provide temporary boosts when used. It definitely isn't trying to be a proper simulation, but it's still undeniably the same sport and evokes much of what has made it so popular worldwide, with its celebration of both team play and individual skills. Story matches come with the added wrinkle of scripted events, wherein the player is usually given a set of objectives to meet while also trying to keep victory within reach. There's a little bit of frustration when the game forces events such as the opponent scoring unimpeded, but it works from a narrative perspective and ensures that the games are a bit more exciting than regular matches. These scripted matches also offer a little bit more of a challenge, with skilled players otherwise being easily able to beat similar-level CPU opposition in regular games. There is also an element system with players having advantages over opponents of certain other elements, but for most CPU matches at least, players can readily get by without paying any attention to it. Every squad member gains experience after playing in matches, which is used to automatically level up. A basic equipment system lets players equip football boots and accessories, which further boost their attributes and impact the likelihood of winning focus battles, shooting and special move power, and so forth. Thankfully, the game comes with an easy equip-all option, as the likely small gains from assigning equipment manually really aren't worth the time it would take. Each player has a skill tree that unlocks passive bonuses and new special skills, including some slots where purchased special skills can be inserted, with two routes that allow the player to play more adeptly in a different position if wanted. In addition to its thirty-to-forty-hour story, Inazuma Eleven: Victory Road has multiple other modes for players to dabble in. Chronicle Mode has its own story that involves playing through a linear route of matches from the previous games, though unfortunately its format makes it a bit tough to really get into and doesn't properly convey the stories behind those games. Each node requires playing each opponent twice before moving on, a story match with the original team and a regular game with the player's own curated team, which gets tiresome quite quickly. A Competition Mode lets players compete against both the CPU and online against other players, and there's even a mode where players can create their own town and invite others to visit, so there's no shortage of things to do, even if the game struggles to provide motivation to engage with them. [caption id="attachment_180801" align="aligncenter" width="640"] Competition Mode lets players revisit matches from previous entries.[/caption] Competition Mode comes with gacha-like elements for the purposes of unlocking and upgrading players, and it comes with similar drawbacks. The store and upgrade systems make use of an unnecessary number of different in-game currency items that are that are neither particularly rewarding to obtain nor interact with. Further, the sheer number of potential team members that players have access to (covering over 1,500 players from across the series) in this mode is almost overwhelming. The Story Mode and other mode squads are initially fully separate, though once the Story Mode is completed, available players are shared across them. It's also worth noting that Level-5 plans to keep adding content to Inazuma Eleven: Victory Road with post-launch updates, including new routes for its Chronicles Mode and an upcoming Story Replay mode. The graphics do a fine job maintaining the same visual style from the DS games, and translate into high-definition visuals very nicely. Though limited in number, locations are very well put together with great attention to detail while being enjoyable to wander through, and the animations for the event scenes, battles, and matches are excellent. Character designs are also impressively memorable, although who knows what is happening with some of the hairstyles. Inazuma Eleven: Victory Road is fully voiced in English, including commentary on the main matches, though the quality of the English voice acting is a mixed bag. There's a definite Saturday morning cartoon vibe to it, and some characters are notably better performed than others. Music is much more consistent and remains strong and enjoyable to listen to throughout the game, and it makes good use of its upbeat Japanese theme songs, both new and old, that often play in the background to give added excitement as important story matches reach their conclusion. It's very pleasing to see Inazuma Eleven make its return in strong form. Level-5 has translated its gameplay onto PC and consoles well, while keeping the series' nature and enduring charm intact, as well as ensuring that fans will have plenty to keep them occupied ahead of any potential sequel. There are still plenty of areas for improvement: the non-story modes struggle to find a gameplay loop that is particularly engaging, and there are times where more of a challenge would be welcomed. However, with a solid revival to build upon, here's hoping it's a much shorter wait before the next entry. The post Inazuma Eleven: Victory Road Review appeared first on RPGamer .
RPGamerDec 10
Mandrake Introduces the Yolf
Mandrake Introduces the Yolf During the Wholesome Snack Showcase, developer Failbetter Games released a new trailer for its upcoming rural life sim Mandrak e . The minute-long video gives an introduction to the game's premise and introduces the Yolf, the player's furry neighbour and creditor, who will only accept cash. Mandrake is set in the village of Chandley, which is inspired by British history and folklore. Players control a character from a long line of sorcerers who have practiced the forbidden art of horticulture. Returning to their family’s abandoned home, they look to make a life in the village and uncover mysteries that were left behind. Players grow various crops that get stranger as their skills grow, such as plants that can call down rain to water the gardens for them. The game is planned to release on Steam Early Access , though a date has not been announced.   The post Mandrake Introduces the Yolf appeared first on RPGamer .
RPGamerDec 10
Kingdom’s Return: Time-Eating Fruit and the Ancient Monster Announced for April
Kingdom’s Return: Time-Eating Fruit and the Ancient Monster Announced for April Developet Inti Creates announced kingdom-building action RPG Kingdom's Return: Time-Eating Fruit and the Ancient Monster . The game sees players collecting resources in side-scrolling stages and using them to build up their city, powering up their characters in the process. It is set to release for PC, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2 on April 23, 2026, priced at $14.99. Kingdom's Return: Time-Eating Fruit and the Ancient Monster sees players controlling one of four characters -- Imperial, Alchemist, Wizard, or Zipangu -- joined by the Fairy of Time, Chronos, as they seek to rebuild the kingdom of Almacia. Each character has their own combat style, skills, and attributes, with players able to switch between them during the game. The castle players choose impacts how they build the city, with new buildings providing bonuses to the characters.   [foogallery id="181034"]   The post Kingdom’s Return: Time-Eating Fruit and the Ancient Monster Announced for April appeared first on RPGamer .
RPGamerDec 10
Digital Impermanence and the Curious Case of Wuchang: Fallen Feathers
Digital Impermanence and the Curious Case of Wuchang: Fallen Feathers Nothing Is Forever As time marches on and a new year approaches, technology continues to rapidly advance, and so too does the way we play and experience video games. When I was growing up in the 2000s, discs were how we stored and played games. When a developer released a game — say, Kingdom Hearts — that was it. Any changes to the product would come from a director’s cut or updated release, like Kingdom Hearts: Final Mix . Not until the widespread adoption of broadband internet in the late 2000s did it become commonplace for developers to issue updates for their games, though, early on, this was less common and largely elective. Now, when players purchase a game, updates queue and download automatically, and, in some cases, internet connections are required to launch digitally downloaded games, meaning patch updates are less optional and harder to avoid than before. If the game has no physical release, players often make irreversible decisions once an update is downloaded. Even more starkly, the PlayStation 5 Digital Edition and Xbox Series S both lack disc drives entirely, and discs are quickly going the way of the dodo. So why does this matter? Is this a bad thing? In most current cases — at least in my experience — not necessarily. When an update or patch is released to fix something like a game-breaking bug or performance issues, that’s a good thing. We all want our games to function and play properly. But what happens when a game goes further? What happens when a game changes core, fundamental aspects of itself in a way that is not only noticeable, but even contradictory to the initially offered experience? That brings me to the topic of this article. Wuchang: Fallen Feathers is a game that, in its post-launch updates, has been on the end of some incredibly curious and unusual decisions. These decisions raise important questions and concerns about artistic expression and preservation of games as a medium in an era where the permanent snapshots of the compact disc are increasingly falling by the wayside. For context and full transparency, Wuchang is a game I reviewed on release back in July of this year. I liked it quite a lot: its gameplay was thrilling, evoking the best qualities of a Soulslike, but its narrative and world elements suffered from poor interactive execution. My full thoughts can be read here , but now lies the crux of the problem. Those thoughts aren’t exactly as relevant anymore, because Wuchang ’s post-launch updates have changed the game in drastic ways, altering key plot details, massively changing enemy behavior, and tweaking gameplay and other elements to a degree that systematically undermines some of its central strengths in a worrisome way. [caption id="attachment_180783" align="aligncenter" width="640"] Liu Wenxiu just gets a lil' winded now after defeating him.[/caption] Fundamentally, Wuchang is a game about ephemerality: a predominant thematic element is the inevitability of change, which is an essential tenet of Taoism. Taoist philosophy underscores much of Wuchang ’s world and plot to the point where the game’s tagline on PS5 is, “Nothing Is Forever.” Throughout the game, numerous bosses and characters make ultimately futile attempts to prolong the fading Ming Dynasty, all of which prove fruitless. The protagonist, Wuchang, must grapple with the fear and prevalence of death in the chaos of a collapsing society. It’s a powerful message, and one of the game’s narrative high points. It's ironic then, that its patch 1.5 update in August not only reversed the deaths of major bosses and plot figures but made them merely become “exhausted,” as well as changing lines of dialogue in ways that starkly contrast their original meanings and motivations. The game is no longer tonally consistent with its own themes, and the plot and characters are now concretely different from what I played and reviewed. From a gameplay standpoint, Wuchang is now quite different in several ways. Most significantly, entire hordes of enemies in the late game become passive and unattackable, drastically undermining the level design. Windows for dodging have become much wider, healing is significantly quicker, and most interestingly, invincibility frames when getting up from being knocked down are now present — an original omission that I mentioned in my own review. While it’s one thing to consider player feedback and tune the game, the larger changes exhibited, especially regarding wide changes in enemy enmity and level design, make Wuchang also feel like a fundamentally different experience in a way that feels more extreme than any single-player game I’ve ever played. I am no stranger to the balance of games changing after their initial release. Another Soulslike game I reviewed earlier this year, The First Berserker: Khazan , received tweaks to its difficulty, but its level design and mechanics remained, for the most part, fundamentally intact. While tweaks and balance adjustments can be justified, widespread alterations of movement mechanics or the enemy placement of entire chapters represent a drastic change from the initially offered experience. [caption id="attachment_181018" align="aligncenter" width="581"] Note the complete tonal shift in post-battle dialogue.[/caption] The changes to Wuchang ’s plot also raise concerns about developers compromising on their initial artistic vision. The plot alterations are significantly less defensible and border on egregious in some instances, with so many meaningful deaths being either unwritten or otherwise retconned in sloppy, unbelievable ways. In one specific example, numerous lines of dialogue from a Portuguese missionary are now absent from the game, as well as the complete removal of the “Pray” gesture granted at the end of his quest. Even further, various new dialogue lines for the English audio are now voiced by noticeably different actors, making their presence even more jarring in certain instances. While Wuchang may have been a mess to traverse, so many of its remarkable themes, interesting historical figures, zeitgeist, and fascinating lore elements have been thoroughly abandoned or reversed, amounting to a game that is less emotionally, intellectually, and philosophically challenging. With all of that said, it is important to consider the ramifications for the preservation of video games and our experiences with them. The adventure Wuchang initially provided me with, flawed as it may have been, was valuable. As a practitioner of Taoism myself, far before playing Wuchang , I thought the game’s thematic and philosophical inquiries held some profundity worthy of discussion. But should I want to share and discuss that experience with others, I would be hard-pressed to do so… unless they own a disc of the game’s initial release, elect to play it offline, and forgo installing updates. [caption id="attachment_180786" align="aligncenter" width="520"] Shh... they're only peacefully sleeping now.[/caption] In an era with terabyte-sized hard drives, where fiber-optic internet speeds have made downloading massive games almost seamless, few games now see releases on discs, and many see no physical releases at all. It’s not unrealistic to imagine a future where, eventually, physical releases will no longer exist; even now, many “physical releases” are simply prompts to a digital download and require an internet connection to initiate. When we lose that launch snapshot of a game — short of dubious digital shenanigans and having to perform technical gymnastics to access earlier versions — do we risk losing out on those initial experiences? Could games go even further than Wuchang does? For a game all about impermanence, the case of Wuchang: Fallen Feathers should make players think: will “Nothing Is Forever” apply to the games of the future? The post Digital Impermanence and the Curious Case of Wuchang: Fallen Feathers appeared first on RPGamer .
RPGamerDec 9
Tainted Grail: The Fall of Avalon’s Sanctuary of Sarras Expansion Launching Next Week
Tainted Grail: The Fall of Avalon’s Sanctuary of Sarras Expansion Launching Next Week Awaken Realms and Questline have announced the first expansion for open world RPG Tainted Grail: The Fall of Avalon . The Sanctuary of Sarras expansion is planned to release on December 15, 2025, on PC, PlayStation 5, and Xbox Series X|S, priced at $14.99. The expansion features a new storyline as players investigate the fate of Sarras and its deserters who challenged King Arthur, ending up facing Merlin's retribution with their fate shrouded in myth. It takes place in the titular sanctuary, which is shaped by the deep sea. Sanctuary of Sarras will feature around ten-to-fifteen hours of new content, including four new bosses, twelve new enemies, over twenty new locations, and various new equipment, spells, etc. To access the content, players will need to have reached act two in the main game. In addition to the expansion, the companies release the game's version 1.15 update. The update includes performance optimisations, plus various bug fixes and improvements. Finally, some new free DLC is also available that adds new armour sets and alternative looks for Qrko, King Arthur, and Caradoc. More details about the update, free DLC, and the Sanctuary of Sarras expansion can be found here . Based on the board game Tainted Grail , The Fall of Avalon is set in a world reimagining the Arthurian legend. King Arthur and his knights are beginning to pass into legend as the people face an encroaching plague known as the Red Death and a magical phenomenon known as the Wyrdness. Players explore a realm slowly falling apart as they come across various factions, each with their own idea on how to proceed in the changing world. The game released earlier this year, with those looking to read more able to read Ezra Kinnell's review of its PC release.   [foogallery id="181000"]     The post Tainted Grail: The Fall of Avalon’s Sanctuary of Sarras Expansion Launching Next Week appeared first on RPGamer .
RPGamerDec 9
System Shock Remake Arriving on Switch, Switch 2 Next Week
System Shock Remake Arriving on Switch, Switch 2 Next Week Nightdive Studios announced that its Nintendo Switch and Nintendo Switch 2 versions of the System Shock Remake will release on December 18, 2025. The game will be priced at $39.99 on both consoles. The announcement comes with a new developer diary trailer focusing on the creation of the Switch versions of the game. System Shock initially launched for PC in 1994. It takes place in a space station, Citadel Station, where players take on the role of a cyberspace hacker who awakens from a coma to realize the station is controlled by rogue A.I. Shodan, who is hellbent on destroying the human race. Players must explore the station swarming with hostile cyborgs and mutants to stop Shodan. The remake is currently available on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S. Those interested in reading more about the game can check out Sam Watcher’s review of its PlayStation 5 version.   The post System Shock Remake Arriving on Switch, Switch 2 Next Week appeared first on RPGamer .
RPGamerDec 9
Rune Factory: Guardians of Azuma Coming to PS5 and Xbox Series X|S
Rune Factory: Guardians of Azuma Coming to PS5 and Xbox Series X|S Developer and publisher Marvelous announced that it will be releasing Rune Factory: Guardians of Azuma on PlayStation 5 and Xbox Series X|S. The farming sim/action RPG will launch on the consoles on February 13, 2026. It will include all free post-launch update content and DLC previously released for the PC, Nintendo Switch, and Nintendo Switch 2 versions. The game will be available in multiple digital editions on both consoles, with a physical standard edition available on PlayStation 5. The digital and physical standard editions, each priced at $59.99, include the base game and the “Rune Factory 4 Hero Outfit Bundle” bundle. The Digital Deluxe edition, which costs $69,99, comes with the digital standard edition, the “Seasons of Love Bundle”, and the “Festive Attire and Dark Woolby Bundle”. The Super Digital Deluxe edition, priced at $79.99, includes the Digital Deluxe edition, a digital soundtrack, and a digital art book. Rune Factory: Guardians of Azuma sees players controlling a male or female protagonist in the Japan-inspired eastern lands of Azuma. As an Earth Dancer, they are destined to restore hope and life to the land, which has been ravaged by the Celestial Collapse and the cessation of power from the runes. The game will see players build-up villages; fight with various weapons, including new bows and talismans; and wield sacred treasures. Rune Factory: Guardians of Azuma is currently available on PC, Nintendo Switch, and Nintendo Switch 2. Those looking to read more about the game can check out Matt Masem's review .   The post Rune Factory: Guardians of Azuma Coming to PS5 and Xbox Series X|S appeared first on RPGamer .
RPGamerDec 9
Honkai: Star Rail Version 3.8 Coming Soon
Honkai: Star Rail Version 3.8 Coming Soon HoYoverse announced the latest update for free-to-play turn-based RPG Honkai: Star Rail . The version 3.8 update, titled "Memories are the Prelude to Dreams", does not yet have a release date, but is expected to launch soon. The announcement came with a two-minute-and-a-half trailer that showcases the upcoming story arc. The version 3.8 update will see the conclusion of Astral Express's journey through Amphoreus, as it takes players back to Penacony. Joined by Constance, "The Dahlia", players will be tasked with uncovering Penacony's unresolved mysteries. They will experience the story through Firefly's perspective, revealing secrets about her past and the Trailblazer. Constance will also be available as a 5-star playable character. Having a long history with the Garden of Recollection and Black Swan, she has the ability to enkindle and fabricate memories. Constance synergises with characters who specialise in Break DMG, her abilities centered around dealing Super Break DMG. The update will also add "The Chrysos Awoo Championship" and "Remnants of Twilight" events. The Chrysos Awoo Championship sees players taking on the trainer leading their own Chimera team in pursuit of a championship title. The Remnants of Twilight is said to feature challenging battles that require strategical thinking. Honkai: Star Rail tells its own standalone story in the Honkai universe and is available on PC, PlayStation 5, iOS, and Android. The setting features Aeons, incarnations of universal principles that can freely travel between its worlds and apply their principles to them. Players embark on a journey on the Astral Express along with other passengers looking to explore the universe and find out its secrets.   [foogallery id="180722"]   The post Honkai: Star Rail Version 3.8 Coming Soon appeared first on RPGamer .
RPGamerDec 9