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!
The Expanse: Osiris Reborn Closed Beta Now Available
The Expanse: Osiris Reborn Closed Beta Now Available Owlcat Games has released its closed beta for sci-fi action RPG The Expanse: Osiris Reborn . The closed beta is available on PC, PlayStation 5, and Xbox Series X|S for those who have purchased the $289 Collector’s Edition or $79.99 Miller’s Pack from the game's official website . It will run until the game's launch in spring 2027. The closed beta allows players to choose between a female character from the Belt or a male character from Earth, as well as whether they specialise in officer or hacker abilities. The full game will also let players select a Martian background as well as various other specialisations. Players are accompanied by their sibling J and veteran mechanic Zafar, as they explore a remote space station owned by their employer, Pinkwater Security. A three-minute video sees Game Design Director Leonid Rastorguev and Lead Game Designer Grigory Ponomarev introduce the contents of the closed beta. The Expanse: Osiris Reborn is billed as expanding upon the universe depicted in The Expanse TV and novel series, which is set in a future where humanity has colonised the Solar System. Players are put in the role of a customised Pinkwater Security mercenary who will need to lead a crew and take command of the most advanced ship in the Solar System. Players are joined by two squadmates in battle; squadmates have their own pasts and motives, with their loyalty impacted by player decisions. The game will include some familiar faces from the TV show, with certain actors reprising their roles.   The post The Expanse: Osiris Reborn Closed Beta Now Available appeared first on RPGamer .
RPGamerApr 22
Aion 2 Getting International Release
Aion 2 Getting International Release NC America announced that it will be releasing MMORPG Aion 2 internationally later this year. The game, which released in South Korea and Taiwan in 2025, will be available as a free-to-play title on PC via Steam and PURPLE. It will include English, German, French, Spanish, Portuguese, Japanese, Korean, Russian, and Simplified and Traditional Chinese language support. Aion 2 is set 200 years after the original Aion MMORPG that released internationally in 2009. The game is said to feature a world 36 times larger than the original. Taking place after the destruction of the Tower of Eternity, it sees the Elyos and Asmodian factions dealing with the repercussions while dealing with the empowered Balaur faction. The game features PvE and PvP built around freedom of movement and flight, with players having access to eight classes. PvE content includes over 200 dungeons covering solo, four-player party, and eight-player group play. PvP options include one-on-one and four-on-four arena fights, cross-server Realm-versus-Realm battles, and the returning faction-based Abyss from the original game.   [foogallery id="189761"]   The post Aion 2 Getting International Release appeared first on RPGamer .
RPGamerApr 22
Foreign Sun Released on PC, Switch
Foreign Sun Released on PC, Switch Final Scene Dev has released 2D choice-driven action RPG Foreign Sun on PC (via Steam ) and Nintendo Switch. The game is available for $19.99, with a 10% launch discount on Steam. Previously known as The Meridian Gate and initially envisioned as a port of 2020 title Biomass ,  Foreign Sun sees players explore a sprawling sinking metropolis while uncovering the secrets of the Eternal Lighthouse. Players traverse its interconnected world and deal with various different factions. Combat is built around dealing with enemies with melee or ranged attacks, deciding which is best to counter each enemy's particular attacks, including being able to deflect and reverse projectiles for extra stamina and health.   [foogallery id="189773"]   The post Foreign Sun Released on PC, Switch appeared first on RPGamer .
RPGamerApr 22
Frosthaven Update Goes Into the Abyss
Frosthaven Update Goes Into the Abyss Arc Games and Snapshot Games have released the third and final planned Early Access update for strategy RPG Frosthaven before its full release. The "Into the Abyss" update adds the Lurker storyline to the game, which is set in the depths of the Biting Sea, as well as two new playable heroes, a new pet, and a variety of gameplay and quality-of-life improvements. It is intended to act as the final large update before the version 1.0 launch. Ahead of the release, RPGamer was able to get a look at what's included in the update. Frosthaven is based on the board game of the same name and a spiritual successor to Gloomhaven . Featuring both single-player and online co-op multiplayer, it sees players taking on quests and fighting in turn-based, grid-based battles using action and movement cards that work together with cards held by their teammates. Players also build up their outpost, building and upgrading structures that unlock new features and mechanics.     The two new playable characters introduced in the update are codenamed "Coral" and "Kelp", and fit right into the update's undersea setting. Coral acts more as a control character, making use of a Tides passive mechanic and battlefield positioning, while Kelp is a damage dealer, adept at assassinating enemies and collecting trophies that allow them to grow stronger. The update comes with plenty of unique battles; the first one shown was a battle that begins on the deck of a ship, before it ends up moving below decks, while the second takes place on a floating iceberg and requires players utilise a special balancing mechanic lest they get swept off and into the ocean with an immediate failure. The Into the Abyss update also makes a few changes to the existing "Blinkblade" hero. Players have the option to switch between the existing set of cards or to use a new set of cards that more closely match the Frosthaven tabletop game. The update features multiple new environments, including a colourful underwater cave, with some other smaller touches added to the visuals that include showing non-nautical characters wearing masks to enable them to breathe underwater.     The update also features additional gameplay improvements, many of which have been heavily requested by players and include furthering the UI improvements made in the previous major update to make more information available but without overloading the screen. One of these is the ability to inspect the various modifiers currently impacting all the combatants. The game also now lets players choose which modifier to apply to attacks where the choice is available, as opposed to one being selected automatically, by toggling a relevant option in the game settings. Other additions include a calendar similar to that of the tabletop game that lets players know if events are coming, as well as a history of campaign events and various notifications highlighting when players can interact with buildings or have perk points to spend on heroes. The calendar and notifications help reduce the number of pop-ups in the game and work with a change to hero retirement to make it more intuitive while not holding up multiplayer gameplay. Frosthaven is available now in Early Access on Steam  and the  Epic Games Store . It is expected to fully release later this year.   The post Frosthaven Update Goes Into the Abyss appeared first on RPGamer .
RPGamerApr 22
The Backworld Receives New Trailer, Demo
The Backworld Receives New Trailer, Demo Numor Games and Top Hat Studios released both a new trailer and a new demo for surreal horror RPG The Backworld . The demo, available on Steam , is intended as a vertical slice of the game's features and does not contain content from the full game, which is expected to launch later this year. The Backworld features a non-linear adventure as players slip between the cracks of reality into a broken world and explore endless dimensions to defy beings born out of pure chaos. The game features a mix of fantasy and sci-fi realms. Players can recruit various human and non-human characters to their party, each with their own abilities, personalities, stories, and unique battle resource. In addition to combat abilities, players can unlock action abilities for exploring, including a hoverboard, dodge-roll, and sprinting. Those looking to read more about The Backworld can check out Ryan Costa's September 2025 interview with Numor Games’ owner Nathan Jennings.   The post The Backworld Receives New Trailer, Demo appeared first on RPGamer .
RPGamerApr 22
Clockwork Ambrosia Releasing in May
Clockwork Ambrosia Releasing in May Developer Realmsoft and publisher OI Games announced that after fourteen years in development, side-scrolling Metroidvania Clockwork Ambrosia will launch on May 12, 2026. The game will be available for PC via Steam , with a new trailer viewable below. Clockwork Ambrosia follows steampunk airship engineer Iris, who is stranded on the island of Aspida after a crash. Her quest for survival turns into an investigation into the vanishing of the island's population, which has been replaced by machines and strange creatures. Gameplay is built around customising Iris's six available weapons, with 150+ modifications available to equip.   [foogallery id="189725"]   The post Clockwork Ambrosia Releasing in May appeared first on RPGamer .
RPGamerApr 22
A Decade Later: Dark Souls Series Retrospective
A Decade Later: Dark Souls Series Retrospective Incipience, Smoldering, Decay Just over ten years ago, Dark Souls 3 was released worldwide, bringing one of the most prominent and influential RPG series in recent memory to a close. If someone had told 13-year-old me in 2011 that Dark Souls and its yet-to-arrive sequels would not only spawn an entire subgenre of action RPGs, but that it would become one of my favorite games and most beloved series of all time, I’d have called them crazy. One of my closest friends, who was a Demon’s Souls fanatic, urged me to buy the game just a few months after release. Having just acquired a PS3 and looking to expand my horizons, I obliged. The adventure didn’t last long. I got to the Taurus Demon and quickly found myself hard-walled. I didn’t know it then, but I wasn’t quite ready… yet. After that initial experience, I didn’t understand the hype. Worse yet, I was put off and even scared. The “git gud” attitude of certain segments of the community and the general buzz around the game’s difficulty only amplified my hesitancy to jump back in. Some years later, when I got to college, and I had grown a lot as a gamer, that same friend urged me to give it another shot and helped me through Dark Souls . I struggled… a lot. But I started to notice that this didn’t seem as bad or insurmountable as people made it out to be. I loved a lot of the lore elements, and there were some insane thrills along the way. So, I started Dark Souls II: Scholar of the First Sin , entirely of my own accord and totally fresh. Then, everything changed. [caption id="attachment_189326" align="aligncenter" width="614"] Teenage me was terrorized by the thought of this boss for years.[/caption] Dark Souls II is often seen as the black sheep of the trilogy by some fans, but it holds a very special place in my heart as the game that finally made everything really click for me. Much has been made about the numerosity of its bosses and how some of them are underwhelming, but I found the lack of grandiosity and their numerosity to be encouraging, as it felt like a wider test of a player’s full array of skills than the first game. But more importantly, I felt like Dark Souls II did something truly special: it was different, and noticeably so. With the rabid cult following Dark Souls had gathered, it would have been very easy to spit out another game with the exact same themes, setting, and call it a day. FromSoftware did not oblige, and Dark Souls II is unlike its predecessor in appreciable and important ways, both thematically and artistically. Dark Souls III follows this in its own equally interesting ways, offering a distinct visual style, themes, and a discrete metacommentary on the series. A decade after Dark Souls III put the series to an epic and valiant end, I wanted to look back at how Dark Souls succeeded at becoming the closest thing there is to a perfect trilogy. Dark Souls: Triumph of Fire More than its successors, it’s easy to recognize Dark Souls as one of the most historically important and influential games of the last twenty years. It came out at a time when difficulty in video games seemed to be falling by the wayside. More obvious tutorials and player guidance, seen by some as “handholding,” were becoming increasingly common, but Dark Souls stood out as a last bastion of old-school game design that even its sequels don’t quite emulate. It tells the player very little about its world, offers the briefest tutorial, and is very tight-lipped in nearly every regard, from the plot to the intricacies of gameplay. If Dark Souls could be summed up in one word, it would be uncompromising. Much has been praised and discussed about Lordran and its world’s seamlessness, interconnected pathways, and abundance of shortcuts. At every twist, turn, crevice, or path, there are countless cruelly placed enemies that will push stamina to the limit, test positioning, and force players to analyze and remember their patterns. Clearing these hurdles, players find their way back around to previously-trodden ground, and there’s a truly brilliant and organic sense of gratification and discovery. It’s only about halfway through the game – after surmounting some of the game’s roughest challenges – that Dark Souls decides to reward players with the convenience of fast travel, an aspect its sequels noticeably do not maintain. There’s a staunch air of oppression and fear that hasn’t quite been recaptured in the same way since. [caption id="attachment_189327" align="aligncenter" width="640"] The brilliant aura and gleam of the sunset cast across Anor Londo's ramparts and spires.[/caption] Despite all three games offering highly oblique storytelling, with much of the lore and worldbuilding coming through environmental storytelling or item descriptions, Dark Souls is the least layered and most comparatively straightforward of the three – at least on the surface. For much of the game, players are encouraged to link the flame, and on a casual first playthrough, it’s very easy to walk away after the credits roll, thinking a heroic deed has been accomplished. This is especially true if players don’t encounter Darkstalker Kaathe (most won’t!), the other side of the game’s light-dark dichotomy. The splendor of Anor Londo’s sunlit cityscape against the imposing castle is an unforgettable image that imparts the grandeur of light, of man, and of fire’s triumph and splendor. Dark Souls II: Disintegrating Darkness If Dark Souls represented light and its triumph, Dark Souls II takes a decidedly different approach, focusing more heavily on the folly of man. Darkness plays a more central role: psychologically, visually, and even incorporated into gameplay elements. In its incredibly surreal opening, the narrator states: “None will have meaning, and you won't even care. By then, you'll be something other than human. A thing that feeds on Souls. A Hollow." In Dark Souls , players step into the shoes of a hollowing Undead, or one who has been branded by the Darksign, slowly losing their Humanity; in Dark Souls II , this theme is far more ubiquitous. Every time players die, there’s a palpable sense of degradation not just in their body, but in their health as well, with maximum HP decreasing by five percent per death until it reaches half. It imparts a sense of doom, despair, even madness, at the plight of becoming Hollow. It’s even more uncompromisingly difficult in some ways, despite Dark Souls II giving the player so many more build options and mechanics to play with. But it’s not just the player character who experiences the impact of darkness – it’s readily apparent in the world, as well, consuming every aspect of Drangleic, the once-proud, prosperous setting of Dark Souls II . Many areas are draped in shadow so heavily that it’s nearly impossible to see without a torch. [caption id="attachment_189328" align="aligncenter" width="640"] The obsidian tower of Drangleic Castle looms large against the tenebruous, moonlit sky.[/caption] Where Dark Souls II cements itself as a masterclass sequel is in being a firm, wholly different rebuke to its predecessor. As players travel through Drangleic, there’s a much higher sense of dilapidation and ruination present throughout the world. Parallels are drawn to locations in Dark Souls , but they’re never one-to-one. Players can’t even remember their own name, and nobody really remembers much of anything about the past at all – entire eras, histories, and kingdoms rose and fell, only to fade into dark obscurity. This makes players ask, especially those who previously adventured through Lordran, what the point of linking the flame even was. Scholar of the First Sin , the expanded rerelease of the game, goes even further, asking players in one of its endings to perhaps picture something beyond the reach of light and dark entirely. Dark Souls III: Ashen Exhaustion Dark Souls III is the most popular and best-selling of the three games, having been released in 2016 and concluding the series. At this point, Dark Souls centered fire and the triumph of man, whereas Dark Souls II raised an important counterpoint, fully conveying the terror of darkness but also the futility of linking the flame while asking important questions about this duality and cycle – so what could Dark Souls III bring to the table? Ash. Ruination. But more clearly: Dark Souls III is tired. Many are fooled by Dark Souls III and its faster, Bloodborne -inspired gameplay or its retread of locations and themes from Dark Souls into thinking it’s a game rooted in fan service and mass appeal. That it’s meant to piggyback off Bloodborne ’s speed, or to placate certain subgroups of fans who felt burned by Dark Souls II ’s narrative and mechanical departures from the original. But this takeaway can only really be gleaned from the most cursory glance at its world, and, in fact, its artistic direction and visual style convey something wholly different from Dark Souls ’ gross incandescence or Dark Souls II ’s gloomy shadows. Dark Souls III is a big, gray pile of ash. [caption id="attachment_189330" align="aligncenter" width="640"] The hollowed-out shell of Anor Londo rests atop Irithyll of the Boreal Valley, an icy burgh.[/caption] In Dark Souls III ’s setting, Lothric, the Age of Dark is on its way once again, and the local ruler, Prince Lothric, has given up on his duty to link the flame, which flickers fainter and fainter each time it’s relinked. This underscores the game’s core theme: the emptiness and waste of perpetual cycles. Everything as far as the eye can see is caked in gray ash, and the revisit to Anor Londo or any number of other previous locations isn’t an exercise in fan service; it’s an exercise in fan disservice. The layers of countless kingdoms lay atop one another; ruins covered in snowy, lifeless, ashen waste. Anor Londo is distinctly frozen over, devoid of life, and plastered atop another location. There’s no triumph or ceremony at all; it feels… hollow. In fact, the most beloved memories and details within the castle are actively conveyed with clear disrespect and abandon, and the grounds have been wholly desecrated. It’s a way of saying to players, “Want more Dark Souls ? Want Anor Londo again? Really? Okay, here, then have it.” The beauty of Dark Souls III is perhaps best encapsulated in its final DLC, The Ringed City , which takes players to the far, far chronological reaches of the Souls universe: in fact, to the very end of time itself, after who knows how many cycles. Traversing down a cylindrical ashen vortex, players descend down the caked, stacked, ashen rings of countless ruined civilizations, all spiraling down to a pit of ashen oblivion. The mishmashed architecture of churches lay scattered in a mound of decay, with hopes, dreams, and entire generations haphazardly lost to the cruel repetition of the same cycle, doomed to repeat forever. Here, the final boss of the series brings everything to a most fitting close: it’s epic, but it’s also hollow. Everything is gray. There is no flame, no darkness. Spent ash can’t burn. It’s nothing. Hollow. And it was perfect. [caption id="attachment_189331" align="aligncenter" width="640"] It all comes tumbling down, tumbling down...[/caption] Snuffing Out the Guttering Ember Dark Souls, as a series, has been so instrumental, not just to my personal growth as a gamer and for sparking my love of action RPGs, but to the whole RPG landscape. So many games chase the atmosphere, allure, world design, and gameplay rush of Dark Souls , with countless Soulslikes looking to deliver uncompromisingly difficult thrills, that detached and environmental storytelling, or the stark sense of fear in a heavily oppressive world. To catch that first spark that started all the way back in 2011 and birthed an entire subgenre. But what makes Dark Souls so special as a series? It’s just how different its games are, even as part of a cohesive trilogy. It explored every aspect of its thematic considerations in three remarkably distinct and interesting ways. With Dark Souls III ’s success, it would have been very easy to turn Souls into a longstanding, flagship series. But FromSoftware was smart enough to recognize the series’ thematic cyclicality and realize when it needed to end, and the spark of Souls was rightfully and timely extinguished to make way for another path. The post A Decade Later: Dark Souls Series Retrospective appeared first on RPGamer .
RPGamerApr 21
Episode 438: Year of Capcom – Q&A Quest
Episode 438: Year of Capcom – Q&A Quest In this episode, we discuss  Pragmata in detail. We also discuss the legacy of the PlayStation 3. The post Episode 438: Year of Capcom – Q&A Quest appeared first on RPGamer .
RPGamerApr 21
Episode 437: Naming is Hard – Q&A Quest
Episode 437: Naming is Hard – Q&A Quest In this entry of Q&A Quest, we discuss the difficulty of naming podcast episodes. We also answer a score of questions. The post Episode 437: Naming is Hard – Q&A Quest appeared first on RPGamer .
RPGamerApr 21
Palia: Royal Highlands Preview
Palia: Royal Highlands Preview The new region offers an appreciably different type of location to the previous game, both in its overall look and exploration style. Developer Singularity 6 has unveiled its latest free expansion to open beta free-to-play fantasy life-sim Palia . Set to launch on May 12, 2026, the Royal Highlands expansion gives players a brand new region to explore and comes alongside the game celebrating its ten million player milestone. Ahead of its reveal, RPGamer was able to get a quick preview of what lies in store for players. Palia is set in a world where humans are considered a legendary race that disappeared thousands of years ago. Players control a human who suddenly appears in a small village, where they are given their own personal plot of land as they investigate the world and create a life for themselves. The game is fully playable solo, though it is considered by the development team to be “even better with friends”. Royal Highlands follows on from the game's Elderwood storyline and sees players venture into the eponymous region. The game's story content involves uncovering the history of the region and information about the beast of the Elderwood, with it introducing a new character called Eshelon. [caption id="attachment_189574" align="aligncenter" width="640"] The Royal Highlands are a sprawling region filled with ruins from humanity's zenith.[/caption] The Royal Highlands is a sprawling region home to the ruins of an ancient palace and other ruins such as amphitheatres. The region itself has a regal theme and colour palette with plenty of yellow and red, with architecture inspired by opulent Rococo and Victorian styles and the scenery drawing from the Scottish and Guyana Highlands. One of its main elements is Amber Echo, which traps resources and creatures within it. Players are able to free things trapped within the Amber Echo by using axes or arrows. Players will obtain Amber Echo for all gathering activities in the zone, though they will gain significantly more if they have to break down the Amber Echo. This can be used to unlock items and recipes that they find across the region. One of the big additions in Royal Highlands is mounts. Early on, players encounter a creature unfamiliar to the people of Palia , but readily identifiable to them as a horse. Players can switch between the different gaits, with a stamina meter used for its fastest galloping speed. Players will also be able to ride their mounts in their home plots and barns, with the development team showing an example where someone created a track to ride around. There are three breeds of horse, and they are fully part of the game's ranching system. Each breed has plenty of different coat patterns and traits available for players to obtain, with two of the breeds producing plenty of fertiliser for players and the third producing spicy food. [caption id="attachment_189573" align="aligncenter" width="640"] Introducing mounts to the game allows the region to be notably larger than previous ones.[/caption] The Royal Highlands make good use of the horse by being notably larger than previous regions in the game. There are many reasons to explore, including unlocking fast travel locations and finding hidden treasure chests or unlockable decor items scattered around. In addition, players will also be able to find elemental vaults, which require masks obtained by hunting creatures or purchased for echo. In the Royal Highlands, players will also find campsites -- which move location every real-life day and where players can hang out with characters and craft food -- as well as various new materials, fish, insects, ore, and more. Housing also gains significant amounts of content. First is the Ancient Human Home Line, the game's latest set of furniture, housing items, and so forth, which follows the opulent theme of the Royal Highlands and is fully tintable by players. The expansion also allows players to build a third story for their housing. Other customisation additions include a clothing dye system, where players can now dye their clothes with unlocked palettes, as well as various additional decor items available through various methods in the game. [caption id="attachment_189572" align="aligncenter" width="640"] Players will be able to build a third story for their housing.[/caption] The Royal Highlands feature two main new hunting creatures, Jaakcats and Sernuk. The magical forces of the region have seen the creature adapt, gaining elemental masks that adapt their behaviours and add different quirks to how players will need to hunt them. There are four elements of masks, but each works by giving the creature a shield; if players hit the shield, then they will be dazed, giving the creature the chance to escape. Earth masks automatically generate a shield if the creature notices the player, air masks automatically have the shield turn on and off every few seconds, water masks generate a constant rear shield that helps creatures retreat from the player, and fire masks generate a constant forward shield that encourages the creature to charge players. Palia' s Royal Highlands expansion looks to be a strong build on what has come before. The new region offers an appreciably different type of location to the Elderwood, both in its overall look and exploration style. There may not be too many wholesale twists on the existing player experience, and the preview didn't allow for much exploration of its story content, but there looks to be plenty for players to engage with when it arrives next month.   The post Palia: Royal Highlands Preview appeared first on RPGamer .
RPGamerApr 21