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Ys X: Nordics - Proud Review

Posted on Feb 20, 2026 22:32 by RPGWatch

[​IMG]Noisy Pixel reviewed the Re-Release Ys X: Proud Nordics:
[​IMG]

Ys X Proud Nordics Review - Falcom's Definitive Cut For Those Who Can't Get Enough



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Humanity Echo - Demo available

Posted on Feb 20, 2026 22:32 by RPGWatch

[​IMG]A demo for Humanity Echo: Cyberpunk Tactical RPG is now available:
[​IMG]

Humanity Echo - Official Gameplay Trailer | Cyberpunk Turn-Based Tactics RPG


Odesa, 2044. Your father's disappearance drags you into a corporate shadow war. You are an Engineer - architect of combat, shaping the battlefield to your will. Command your squad in brutal turn-based tactical battles. Challenge the System before it erases you.

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Pathologic 3 - Interview

Posted on Feb 20, 2026 22:32 by RPGWatch

[​IMG]GamingBolt interviewed executive producer Alexander Souslov and engineer Nikolai Ponomarev:
[​IMG]

Pathologic 3 Interview - The Powers That Be, Player Agency, Lessons Learned, And More

Executive producer Alexander Souslov and engineer Nikolai Ponomarev were kind enough to answer our burning questions about Pathologic 3.

The Pathologic games have been known for their unique takes on the RPG genre, and how gameplay mechanics can be used to emphasize certain story elements. With the release of Pathologic 3, executive producer Alexander Souslov and engineer Nikolai Ponomarev were kind enough to answer some of our questions about how the latest entry will evolve not only the series, but the genre as a whole.

Pathologic 3 emphasizes using unique gameplay mechanics to tell different stories. Can you share a concrete example of how a mechanic changes the way players perceive or interpret the world?

You are very right saying that Pathologic uses game design as a way to convey the protagonist's feelings. We don't have many ways to influence the player's emotions. Movement speed is one of the few such tools, but it's an extremely noticeable and very powerful one. Dankovsky, in a state of apathy, is a very slow creature, and it is an intentionally very irritating movement speed. It's agonizing because this apathetic-depressive state should genuinely be agonizing for the player. The aim is to create a desire to get rid of it, not because it penalises numerical stats, but simply because it's so frustrating. Accordingly, mania is inspiration and a very fast movement, but it's also a thriller. I'm running and my health is burning up from this run. Will I be able to run away from the rioters and find a bottle of medicine, or will I run into a dead end and die there in 14 seconds? We evoke similar feelings with the new travel system. We look at the map. We choose a district. We decide on a route. The Town breaks down into separate districts because Dankovsky perceives the Town as a set of separate locations with their own functions. He's a stranger here, it's just logistics that need to be solved in the most optimal way.

If a player consistently makes the wrong calls, like botching every medical diagnosis, can they still reach a meaningful conclusion or "ending," even if it's a bad one?

On one hand, we wanted to allow the player to make mistakes, move through the story, and reach a story ending. Most games assume that the player must follow the designers' instructions, leaving freedom perhaps only in the order of completing those instructions. For example, I must defeat this helicopter boss, maybe not right now, but after some time, but I must defeat it. Furthermore, most games forbid the player from dying, or rather, pretend the player is immortal - if a boss kills the player, then you just need to jump back in time, i.e., load a save, and continue. In Pathologic 3, we allow death by mistake. If Dankovsky commits suicide or has a heart attack, that's part of the experience. If the player loses all time - that is, spends all the amalgam - then the game deletes all saves, and that is also part of the experience. It's an official way to complete the game. As for diagnoses - as long as the player manages the epidemic by other means (for example, by eliminating the Shabnak, or resolving issues through administrative decrees), then making diagnoses isn't even necessary. It's just one way to play through the game, and all these methods can be combined (issuing quarantine and deratization decrees, creating a vaccine, eliminating the Shabnak). Obviously, not all endings can be called "positive". Some are quite grim, but they are still endings.

To what extent will the Powers That Be shape or steer events throughout the game?

We're treading on dangerous spoiler territory here. You mention 'The Powers That Be', which is a Plot Concept, so we can't discuss it without a spoiler alert. But I would say: in this instalment of the series, we are precisely allowing the player to be a figure of power. The decrees issued by Bachelor Dankovsky are, among other things, a simulator of a medical dictator. Some decrees are intentionally absurd, some even harmful. But the Town carries out these orders, albeit in its own way. The game tries to show this gap between a conceptually correct order and the complete uselessness of that order because people create informational noise when conveying the concept to the executors.

[...]

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GreedFall: The Dying World - Romances

Posted on Feb 20, 2026 22:32 by RPGWatch

[​IMG]Learn more about romances in GreedFall: The Dying World:
[​IMG]

GreedFall: The Dying World | Romances

Greetings Carants!

As a famous song once said, love is in the air - or, in this case, on a ship in the middle of an ocean. Why fight world-ending monsters when you can settle down with a companion and, well. Get closer.

Below, we go over the future romance features of the game. Though not currently available, all of this will be accessible after full release.

Never gonna give you up. Never gonna let you down.

You've found the right companion for you. They've charmed you with their wit, charm (or lack thereof), and personality. You're thinking about taking it a step further, and then it happens. A dialogue branch pops up with a heart next to it. This is it. This is your time.

However, be careful when picking an option with a heart next to it: sometimes, your choices will impact how your companions react. Other times, they'll not find any romantic inclination in your words. So make sure to consider their personality beforehand - we wouldn't want any misunderstandings.

As you progress through the story, more romantic dialogue choices will unlock alongside their companion quests as they learn to trust you. Eventually, provided you make the choices that send them falling head-over-heels, this will cumulate, and you'll be able to enter a relationship with them. As for where it goes after that? You'll have to see.

[...]

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General News - ExeKiller FAQ

Posted on Feb 20, 2026 22:32 by RPGWatch

[​IMG]A FAQ for the action adventure ExeKiller:
[​IMG]

ExeKiller | FAQ

Howdy, Partners!
After the overview trailer drop, we were hit with a huge wave of messages, and we love the enthusiasm. The response to ExeKiller has been incredibly positive and honestly exceeded our wildest expectations, so first of all: thank you. With all that hype came plenty of questions, which is why we've put together this FAQ to answer the most common ones we've been getting.

Let's not waste time and jump right in!

Q: Comparisons to Cyberpunk 2077, Fallout, and Red Dead Redemption 2
A: ExeKiller draws inspiration from cyberpunk, western, and post-apocalyptic genres.

That said, it's important to be clear: Exekiller is a game with smaller scale, different focus and different goals.

If you're expecting another Cyberpunk, Fallout, or Red Dead Redemption 2, ExeKiller is not trying to be that. This is not a massive open-world AAA RPG.

We are a small studio. While we'd love to have the scope of games like Fallout, that level of scale simply isn't something we can realistically afford.

ExeKiller is closer to an AA action-adventure game with a small open world, built around more focused spaces, strong atmosphere, and meaningful player choices with a different intent and a different experience in mind.

Q: When is the planned release date for ExeKiller?
A: We understand this is the most frequently asked question, and we truly appreciate your patience.

At this stage, we're not announcing a specific release date, as ExeKiller is still in active development. That said, we do plan to share a new estimated release window in the future once we're confident it reflects the state of the game.

Q: Will the game be available on consoles (PlayStation / Xbox)?
A: Releasing ExeKiller on consoles is very important to us. At the moment, our main focus is the PC version, but we hope that, if not at launch, then at a later stage ExeKiller will also be released on consoles.

[...]

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RPG General News - Dungeon Crawler Game Jam 2026

Posted on Feb 20, 2026 16:32 by RPGWatch

[​IMG]You can sign up for the Dungeon Crawler Game Jam 2026:
[​IMG]

Dungeon Crawler Game Jam 2026 Sign-Up page is live!

This year's Dungeon Crawler Game Jam will be hosted, managed, and judged by our amazing community!

If you would like to participate by creating and submitting your own Dungeon Crawler, either solo or as a team, then make sure to sign up on the itch.io page below:

https://itch.io/jam/dcjam2026

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Norse: Oath of Blood - Release Day

Posted on Feb 20, 2026 16:32 by RPGWatch

[​IMG]Norse: Oath of Blood will be released today:
[​IMG]

NORSE: Oath of Blood - Official Gameplay Trailer


A Turn-Based Tactics game set in Viking-Age Norway. Build a settlement, forge alliances, and fight strategic battles. Manage a community of craftspeople, farmers, and warriors, as you grow strong on your path to vengeance in this story-rich saga.

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The Darkness Below - Released

Posted on Feb 20, 2026 16:32 by RPGWatch

[​IMG]News that The Darkness Below has left Early Access - Dr. Incompetent checked it out:
[​IMG]

The Darkness Below | Episode 1 | Let's Play for the First Time in 2025



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Glasshouse - Dev-Blog #12

Posted on Feb 20, 2026 16:32 by RPGWatch

[​IMG]A new dev-blog for Glasshouse:
[​IMG]

[DEV-BLOG #12] The Cinematography of Glasshouse

Oi flatmates!

I'm Andrea Marinelli, Lead Technical Artist at FLAT28 Collective, and today I'd like to talk to you about the Cinematography of GLASSHOUSE -- that is, the artistic and technical direction behind its lighting process and tonal consistency.

In this devblog, we'll explore which tools we use and how to subtly provide narrative cues to the player; not only through static and dynamic lighting, but also by leveraging VFX, cloth simulation, and beyond.

[...]

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General News - Blades of Fire launches on May 14

Posted on Feb 20, 2026 16:32 by RPGWatch

[​IMG]The action adventure Blades of Fire launches on May 14.
[​IMG]

Blades of Fire - Official Steam Announcement Trailer



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Starfinder: Afterlight - Beta launches on February 26

Posted on Feb 20, 2026 10:22 by RPGWatch

[​IMG]News that you can check out Starfinder: Afterlight on February 26.

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Harrowed World: Portents In Red - First Look

Posted on Feb 20, 2026 10:22 by RPGWatch

[​IMG]Some artwork for Harrowed World: Portents In Red:
[​IMG]

Monster and Doctor - Vampire RPG Character First Look

Harrowed World: Portents In Red

Artwork Reveal
Before we get onto the character reveal, here's the first look at new artwork showcasing powerful vampire leader Bella Quillan.

She is the vanguard of the Isle of Gallow in 'Harrowed World: Portents In Red', our Modern Gothic Vampire RPG, currently in development. She is draped in a bloodstained gown and wearing a mask, framed by a modern gothic cityscape.

Her eyes blaze purple, alive with vampiric power.

[...]

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Scourge of the Reptiles - Progress Report

Posted on Feb 20, 2026 10:22 by RPGWatch

[​IMG]A new progress report for Scourge of the Reptiles:
[​IMG]

February 2026 Dev Progress Report

Beta Version enters the Chat!

Hi-diddly-ho, neighborinos! This here is your neighbourly dev-next-door who will not only lend you a lawnmower for life but also make a cool game for you :)

[...]

The first fight in the demo, versus a pack of sneaky Swifthooks that somehow got up onto your village plateau. Eliminate them with surprise - climb up on that rock for a height advantage - cast area spells on them - but most important of all, protect your flanks!

Scourge presented an alpha version of the upcoming demo at South Australian Game Expo last weekend, and it went very well. A short list of fixes and suggestions came from the fifty or so testers that sat down for a play, all of which were updated into the game in just two days! A couple of cool feature suggestions from that crowd - a Fast Forward mode for combat; a "character class" label for units so you can easily find your fighter or mage when cycling units in combat; mouse wheel for zoom when over the scene. I love this kind of Quality of Life stuff that curious new players come up with!

The big news is that Scourge has entered Beta Version, after adding the last of the feature requests from the first round of sit down testers. They added such pure gold as Forward and Back buttons for the intro slides; an End dialogue button that matches the Next button; shaded dialogue options to easily spot tutorials and single-choices; quicker ways to close info panel popups; mouseover labels for Shops, trainers, heroes, and other chat NPCs; the absolutely FANTASTIC fast-walk by holding down the mouse button which also guides the PC around; a level-up notification on the left portraits; non-combat spell target icons that have portrait images; a much improved on-PC text spawning system to help with stacking of texts; Take All items button in containers; visual marker for click to move; and zoom UI buttons.

[...]

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Turn Based Lovers - New Turn-Based RPGs of February

Posted on Feb 20, 2026 10:22 by RPGWatch

[​IMG]The Turn Based Lovers present games of their favorite genre:
[​IMG]

New Turn-Based RPGs To Play - February 14, 2026

It's the weekend, which means it's time to check out what's new to play if you're into RPGs and turn-based strategy, because that's all I cover here.

If you've been following my pages regularly, you'll know that a few days ago I launched a new column dedicated to playable demos. That means you won't find demos in this recap anymore; those now have their own spotlight every Wednesday.

With that out of the way, let's dive into the latest releases that dropped over the past few days, because there are several heavy hitters worth adding to your radar.

[...]

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Where Winds Meet - Hexi Expansion Announcement

Posted on Feb 20, 2026 10:22 by RPGWatch

[​IMG]The new region Hexi is available on March 6:
[​IMG]

Hexi Expansion Announcement Trailer



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