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RPG Cast – Episode 795: “Kung Fu Kitten”
RPG Cast – Episode 795: “Kung Fu Kitten” Kelley is shipping Billy the Kid with Socrates. Josh is hanging ornaments on his skill tree. Chris had his stolen (fair and square) horse stolen by an NPC and he is outraged! What's your daddy rank? Question of the Week What's a budget game YOU would recommend that's under $20? Check out the show notes here! The post RPG Cast – Episode 795: “Kung Fu Kitten” appeared first on RPGamer .
RPGamerDec 6
Tales of Xillia Remastered Review
Tales of Xillia Remastered Review The 15th Anniversary is Back for the 30th! Tales of Xillia was originally released in Japan in 2011 and in other regions in 2013 for the Tales series' 15 th anniversary. Now, 14 years later, the game has finally broken the shackles of being locked to the PlayStation 3 and has been remastered as part of Bandai Namco's Remastered Project. Earlier this year, I reviewed Tales of Graces f Remastered , a solid remaster of my introduction to the franchise. The remaster itself was solid, though I had my misgivings with the game. Much is the same in Tales of Xillia Remastered , and it’s a comfort to have these solid remasters release back-to-back after Tales of Symphonia Remastered was released in a disappointing state. Tales of Xillia takes place in Rieze Maxia, a world that is defined by the symbiotic relationship between humans and spirits. The spirit Maxwell has presided over Rieze Maxia for thousands of years, and acts as its God. The story is split between two character routes, Jude's and Milla's, though both are present throughout most of the story, and their paths diverge only a few times. This system is a bit disappointing in its implementation, because Jude and Milla are far from equal opposites. Milla Maxwell is, as she says, effectively a human avatar for the spirit Maxwell, and goes on a mission to destroy a weapon the country Rashugal is developing called the Lance of Kresnik. There, she encounters Jude Mathis, a medical student who, despite her warnings, can’t help himself but to investigate the disappearance of his professor. It is revealed that Milla’s mission is to eliminate any device that uses Spyrix, a type of technology that absorbs spirits and uses them as energy, like the Lance of Kresnik. From a writing standpoint, Milla and Jude are a wonderful pair, and it makes the two-route structure all the more confusing. Milla is an incredibly flat character with a singular focus: her mission. Nothing will hold her back, even though her human body has some key limitations that she tends to ignore. Jude, on the other hand, is a kid who is still figuring things out, and remains incredibly indecisive but willing to help throughout the entire game. Milla inspires Jude to be more decisive and to stand up for his beliefs. In turn, Jude endears Milla not just to himself, but to all of humanity. As the story continues, their effect on each other, complete with ever so slight romantic undertones, is incredibly effective. While the narrative's use of the dual-route structure is an odd choice, effectively rendering Jude’s story as the definitive one and Milla’s as one that fills in some lore holes, the writing of these two protagonists is nonetheless a definite strength. [caption id="attachment_180461" align="alignnone" width="640"] Though Milla is the human embodiment of Maxwell, she still needs help sometimes.[/caption] The entire party is similarly well defined. Alvine, Elize, Rowen, and Leia all round out the party in a wonderful manner, and the way their personalities both clash and mesh throughout the game is another feather in the cap of the Tales series’ long tradition of having excellent party dynamics. Skits, which are optional, visual-novel style cutscenes with 2D-animated avatars for the characters, go a long way in developing these relationships. Unfortunately, the plot itself stumbles a few times, especially in the back half of the narrative. Character motivations get somewhat glossed over, the game rapid fires between antagonistic factions, characters are introduced as if they’ve always been present, and the final chapter especially feels like three chapters crammed into one. Thankfully, the game is held together by character writing that remains incredibly effective throughout, including a main antagonist that comfortably sits near the best of not just Tales antagonists, but RPG antagonists in general. [caption id="attachment_174631" align="alignnone" width="640"] The party complements themselves incredibly well, and visually fit together like no other.[/caption] Being a Tales game, Tales of Xillia Remastered features real-time combat with a focus on resource management, elemental matchups, and fighting-game-style combos. Characters move exclusively on the X-Axis, though a button can be held for free movement. One button is used for basic attacks, while the other is used for Artes that cost Technical Points (TP). Basic attacks and Artes can be weaved together freely, with the only limitation being the TP cost of an Arte and a character's Assault Counter (AC), one of which is spent on every attack. Every party member is also able to link together, with each character having a bonus associated with being linked. For instance, when linked to the player, Milla can trap an enemy in place, leaving them vulnerable to attacks from the player. Linked Artes also allow characters to combine their attacks to unleash a larger one that does a massive amount of damage or heals players even more. Another fun benefit of being linked is the occasional synchronized basic attack combo, where linked characters will perform a combo that involves both of them working together to juggle the enemy. While not doing much in the way of extra damage or strategic benefit, it’s a fun way to demonstrate the characters' abilities to work together in combat without disrupting the flow. As is tradition, every party member is fully playable, with unique abilities and strengths. For instance, while Jude is a combo-focused character who juggles enemies and can attack in the air, Elize is a caster who is focused more on positioning and chaining magic attacks together. While playing exclusively as one character is absolutely a valid way to play the game, the option to master not just one, but six unique characters is enticing for those who want to squeeze as much enjoyment out of the combat system as humanly possible. [caption id="attachment_174629" align="alignnone" width="640"] Linked Artes can be used to inflict massive damage on enemies.[/caption] Character progression is a fairly standard affair. When characters level up, not only do their stats increase, but they also receive Growth Points (GP), which can be spent to unlock nodes on their Lillium Orb, the primary method of unlocking skills and Artes. It’s an effective, if somewhat milquetoast, way of growing characters, and the ability to automatically spend GP in bulk rather than agonizing over each choice is a nice feature. Visually, the game is a mixed bag. The art design is gorgeous. The party members are designed in a way that makes them feel like a cohesive unit while still feeling like they exist in the same world. Every unique locale has a distinct visual identity, with the opening area of Fenmont especially standing out with its vibrant colors and perpetual night-aesthetic. However, character models show their age, and the vast majority of cutscene animation is stilted, with a few stand out moments where the models are used to great effect. Obviously, none of this applies to the scant few 2D cutscenes animated by Ufotable, who never fail to knock it out of the park. From a sound perspective, Tales of Xillia Remastered falters a bit. Voice acting can be a bit all over the place, a sign of the era in which this game was originally localized. Prolific voice actors such as Matt Mercer, Todd Haberkorn, Kate Higgins, and more are present, but the direction can often be hit or miss. The soundtrack is good, though it is mostly content to do its job and compliment the game rather than stand out in its own right. A strange issue where the dialogue is significantly quieter than the music does occur a few times in the game, which is an odd occurrence in a remaster. While the subtitles are present to fill those gaps, it is a noticeable issue in an otherwise fairly one-to-one remaster. [caption id="attachment_174634" align="alignnone" width="640"] Ufotable never fails to make gorgeous cutscenes for Tales games.[/caption] The remaster adds a few quality-of-life features. The Grade Shop, usually a New Game Plus exclusive feature, is available right after making a fresh save file, allowing players to make their playthroughs easier if they so choose by increasing their experience and money gain, among other upgrades. While this can remove quite a lot of friction by making overleveling incredibly easy, these features can be turned off easily for those looking for a challenge. A marker indicating where the next event has been added, but often the player is not in the same loading zone, meaning the marker doesn't show up. The game has also welcomed an autosave feature, which wasn't present in the original. While none of these features radically alter the experience, they do smooth a few edges of the original experience while not being overly intrusive. Tales of Xillia Remastered is another successful feather in the cap of the series' 30 th anniversary Remastered Project. While the game itself has some wrinkles in the story department, and visually the game shows its age, it is still filled with fun combat, wonderful characters, and one of the best antagonists in the whole series. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Tales of Xillia Remastered Review appeared first on RPGamer .
RPGamerDec 6
Final Fantasy XIV Patch 7.4 Gets Trailer, Letter from the Producer Livestream
Final Fantasy XIV Patch 7.4 Gets Trailer, Letter from the Producer Livestream Square Enix held its latest Letter from the Producer presentation for MMORPG Final Fantasy XIV . Following on from the previous presentation, Director and Producer Naoki Yoshida revealed more from the recently revealed Patch 7.4 update, titled “Into the Mist”. The presentation includes the reveal of the update's trailer as well as a new track in the game from Tom Morello (Rage Against the Machine, Audioslave, Prophets of Rage) featuring Caleb Shomo (Beartooth), which will appear in the Patch 7.4 raid content. It also features a preview of the new 72-player Frontline PvP campaign Worqor Chirteh (Triumph) and the Merchant’s Tale Variant Dungeon, as well as the new Command Panel UI element, Strategy Board feature, and updated Glamour options. Set to release on December 16, 2025, the Patch 7.4 update includes: New Main Scenario Quests New Dungeon: Mistwake New Trial: Hell on Rails, which will include both Normal and Extreme modes New Raid Tier: The Arcadion: Heavyweight, which will include both Normal and Savage modes (Savage difficulty will be available on January 6, 2026) New Variant Dungeon: Merchant’s Tale (available in Patch 7.45), as well as new difficulty levels and play style possibility updates New Unreal Trial: Tsukuyomi’s Pain (Unreal): Level 100 version of the Trial against Tsukuyomi Duty Support Additions: Dzemael Darkhold and Aurum Vale Occult Crescent Update: Three new Phantom Jobs (Mystic Knight, Dancer, and Gladiator) and additional accessories Phantom Weapon Updates Cosmic Exploration: New planet Oizys (available in Patch 7.41), as well as new rewards and system updates Further Cosmic Tool Enhancement Glamour System Updates: Removal of level, class, and job restrictions on gear for glamour purposes (though weapons and tools can only be equipped by the corresponding class) PvP Updates: The start of PvP Series 10, existing action adjustments, and new Frontline map: Worqor Chirteh Inconceivably Further Hildibrand Adventures Other Miscellaneous Updates: Gold Saucer updates, new UI colour themes (Clear White, Clear Green), strategy panel UI, new “Command Panel” UI, and more. Taking place after the events of  Endwalker , and marking the start of a major new story arc for the game,  Dawntrail  sees the Warrior of Light’s help requested for Tural’s contested rite of succession. The expansion adds two new Jobs: melee DPS role Viper and ranged DPS role Pictomancer. It also includes a new level cap of 100, new dungeons, new locations, new side content, and more. Those looking to read more about  Final Fantasy XIV: Dawntrail  can check out  RPGamer’s review of its PlayStation 5 version.   Patch 7.4 Trailer   Full Presentation, also available on Twitch (Japanese, slides in English) The post Final Fantasy XIV Patch 7.4 Gets Trailer, Letter from the Producer Livestream appeared first on RPGamer .
RPGamerDec 5
Code Vein II Trailer Spotlights Lyle
Code Vein II Trailer Spotlights Lyle Bandai Namco released its latest character trailer for upcoming action RPG Code Vein II . The newest video introduces partner character Lyle McLeish. Lyle is known for his swordsmanship and is the ace Revenant of the Dawn Chorus, which is fighting to reclaim the Corroded Scar region. He is known to operate independently, having a reckless combat style. In-game, he is an evasion-focused attacker able to attack at multiple distances. His Override buff increases Attack Power for himself and the player until either one is hit, while his Link Trait grants Ichor for dodging enemy attacks. Code Vein II will release on January 30, 2026, for PC, PlayStation 5, and Xbox Series X|S. A follow-up to 2019 action RPG Code Vein , the game is set in a post-apocalyptic world where humanity’s existence is hanging by a thread. The sudden emergence of a threat known as the Luna Rapacis has seen Revenants — humans with supernatural abilities that come at the cost of severe bloodlust — transformed into creatures called Horrors. It sees the player travel back 100 years to the past with the assistance of a mysterious girl called Lou MagMell to try and rewrite the fate of the world.   The post Code Vein II Trailer Spotlights Lyle appeared first on RPGamer .
RPGamerDec 5
Digimon Story Time Stranger’s First Post-Launch DLC Arriving Next Week
Digimon Story Time Stranger’s First Post-Launch DLC Arriving Next Week Bandai Namco announced that the first post-launch DLC for Digimon Story Time Stranger will release at 3pm PST on December 8, 2025. The Additional Digimon & Episode Pack 1: Alternate Dimension  adds new Digivolution routes for Mega Digimon including BlitzGreymon, CresGarurumon, Omnimon Zwart Defeat, and Omnimon Alter-B, as well as a new questline involving encounters across time and space. The DLC is part of the game’s Season Pass, included in the Deluxe and Ultimate Editions of the game, and will also be available to purchase individually. Digimon Story Time Stranger is currently available for PC, PlayStation 5, and Xbox Series X|S. The game begins in a version of Tokyo, where the protagonist is an agent of ADAMAS, which investigates various phenomena. Entering a sealed-off Shinjuku, they encounter a Digimon before being caught up in an explosion. They find themself awakening eight years in the past and must prevent the upcoming collapse. Those looking to read more about Digimon Story Time Stranger can check out Ezra Kinnell’s review of its PC version.   The post Digimon Story Time Stranger’s First Post-Launch DLC Arriving Next Week appeared first on RPGamer .
RPGamerDec 5
Space Samurai Action RPG SOL Shogunate Announced
Space Samurai Action RPG SOL Shogunate Announced Developer Chaos Manufacturing announced its debut title, SOL Shogunate . The game is billed as a space-samurai, single-player, third-person action RPG set in a colonised solar system ruled by a powerful shogunate. It is said to be early in development, but is available to wishlist on Steam . SOL Shogunate follows Yuzuki the former heir to a once-powerful samurai family who has been massacred by a rival clan. She embarks on a quest of vengeance that takes her across a lunar metropolis, space elevators, and artificial Earth-like comforts. The game features multiple weapon types, with weapons able to be infused with different elemental effects, while players can also utilise gene splices to gain new skills and abilities. Boss encounters are said to make use of collaborations with Japanese rock acts such as AliA.   [foogallery id="180686"]   The post Space Samurai Action RPG SOL Shogunate Announced appeared first on RPGamer .
RPGamerDec 5
Ex Sanguis Receives New Trailer
Ex Sanguis Receives New Trailer Lightbulb Crew released a new trailer for its upcoming strategy roguelite Ex Sanguis . The minute-long video shows the game's dynamic turn-based combat, where players attempt to form chains of events by using timeline effects to time actions and impact turn order as well as utilise environmental and position effects such as knockbacks and flanking bonuses. It also highlights the game's greyscale and red visual style similar to the studio's previous title Othercide . The developer also announced that an updated playtest for the game is live on Steam . The updated playtest includes a new City biome and a new Destruction mission type as well as a new enemy type, team management options, and more. The game is planned to release in Steam Early Access, published by Firesquid, soon. Ex Sanguis is set in a dying world drained by the Purge and the forces of Stasis. Players control a group of elite warriors known as Stillae, attempting to restore the flow of life. During each run, players can choose to take on high-risk missions for greater rewards, leap straight into boss fights, or spend time gathering resources. As they progress through procedural levels, players obtain random skill drops, and earn overall progress even if they fall.   The post Ex Sanguis Receives New Trailer appeared first on RPGamer .
RPGamerDec 5
Witchspire Shows First Gameplay, Playtest Coming Soon
Witchspire Shows First Gameplay, Playtest Coming Soon Envar Games released its first gameplay trailer for co-op crafting adventure Witchspire . The 45-second video gives a quick tease of exploration, resource gathering, building, and combat. It also comes as the developer opens up sign-ups for an upcoming playtest on Steam , set to run in early 2026. Witchspire puts players in the role of novice witches and wizards in a magical open world where an ancient darkness is rising. The game combines elements of survival, creature-collecting, and adventure games. It is planned to release on Steam Early Access sometime in 2026.   The post Witchspire Shows First Gameplay, Playtest Coming Soon appeared first on RPGamer .
RPGamerDec 5
Mandragora: Whispers of the Witch Tree Review
Mandragora: Whispers of the Witch Tree Review Barking Up the Right Tree Primal Game Studio is an indie dev whose name may, at best, have carried some meaning to those entrenched in the  League of Legends universe -- until now, that is. With the release of its side-scrolling action RPG  Mandragora: Whispers of the Witch Tree earlier this year, followed by its more recent Nintendo Switch port, the Budapest-based studio is looking to turn some heads in other niches as well. Considering the game's multi-faceted combat system, interesting dark fairy-tale world, and high production values, the studio is definitely well on its way to becoming a more renowned name. Mandragora: Whispers of the Witch Tree takes place in the kingdom of Faelduum, where monsters rule the wilds and people have sought refuge in cities, behind thick walls and strong fortifications. It is a world of fear and darkness, ruled with an iron fist by the King Priest, supreme leader of both state and church, who instills the god-fearing population with fear and incites them to fanatical acts. It is a cruel world where neighbors and family members turn on each other in misguided piety, where only death puts an end to suffering. Players take on the role of an Inquisitor, a member of the King Priest's elite guard, sworn to protect him and carry out his orders with impunity. The game opens on a public execution in the cathedral of Crimson City, the King Priest's seat of power, setting the dark and gritty tone right out of the gate. The victim, a hulking abomination revealed to be a witch, is set to be executed in a public display of the King Priest's power. However, things go awry, and the Inquisitor cuts the execution short by slaying the piteous creature outright. In order to regain control of the situation, the King Priest sets the Inquisitor on a hunt through the land of Faelduum to track down a second witch who is believed to be out there somewhere. However, the slain witch is able to secretly communicate with the Inquisitor, guiding their steps and setting them on a path that will ultimately reveal the true evil corrupting the land and attempt to set things right. [caption id="attachment_108384" align="aligncenter" width="640"] Get ready to explore a dark and gritty fairy-tale setting.[/caption] Unsurprisingly, a big focus of Mandragora is its combat. To that end, players are given an unusual amount of choice in combat styles, with six distinct builds to choose from, including some that specialize exclusively in melee or magic-based attacks, and everything in-between. It's also important to note that players are never locked out of abilities from outside their spec, with access to all six extensive talent trees to spend skill points on. Additionally, there's an additional talent tree that eventually becomes available, specifically to withstand the dangers of an alternate dimensional plane introduced later in the game. Even individual combat abilities can be permanently buffed in unique ways by spending points on them. Leveling itself hews close to the established 2D Soulslike formula, with the Inquisitor trading in essence earned in combat for levels and skill points at Witch Stones, which simultaneously act as fast-travel anchors and respawn all slain enemies when used. All essence is dropped on death and is permanently lost if not recovered before the next death. When engaging the beastly hordes, players have access to both normal and strong attacks, and dodges and rolls for evasive maneuvers. There's a plethora of gear to buy, find, and loot, providing further offensive options; for example, going in swinging a two-handed battle axe, dual-wielding a pair of poison-coated daggers, or even the tried-and-true sword-and-shield combo. Certain character builds are tailored to take advantage of the game's ancillary and elemental damage systems, like inflicting a bleed effect that simultaneously heals the player or causing enemies to suffer continuous damage from venom or fire. Then there are the builds incorporating arcane arts, such as the fire-based magic of the Flameweaver, the chaos-infused destruction of the Spellbinder, or the holy essence of the paladin-like Vindicator. Flexibility is the name of the game, though no matter which class or weapon loadout is selected, combat is fast, frenetic, and often challenging. [caption id="attachment_160702" align="aligncenter" width="640"] Go in swinging blades or hurling searing fireballs - dealer's choice.[/caption] While normal enemies encountered in the wild can easily overwhelm via sheer numbers, it's the large-scale bosses that really pack a punch. Boss designs fit their surroundings and the game's overall atmosphere well and range from giant plague rats that continuously birth new offspring to harangue the player to shambling graveyard keepers and mythical forest wardens. The Inquisitor finds themself sent to square off against all manner of villains, like an ancient vampire lord in a suitably dank and brooding castle, or a monstrous humanoid spider. The first encounter with a new boss type often involves several doomed rounds of pattern recognition and repeated practice runs to master said patterns before finally emerging victorious. Sadly, while most bosses are unique, there's a pool of boss designs that makes several repeat appearances, often during sidequests off the beaten path, increasing damage stats and providing a color palette swap but little else. On the other end of the spectrum, the final handful of bosses skyrocket the difficulty curve, giving even highly leveled players some notable pushback. Mandragora complements its combat with some satisfying world exploration. Locked doors and barred gates often require exploring elsewhere and returning at a later time, while other roadblocks are one-way obstacles that act as unlockable shortcuts as the map is more fully explored. Classic Metroidvania -esque ability gating also comes into play, locking off sections of the map and requiring the Inquisitor to attain new abilities first, like a double jump or grapple move. The map is expansive, and a thorough playtime can easily reach into the thirty-plus-hour range. Camps and settlements generally offer some form of optional sidequests to partake in, often featuring memorable moments or interesting supporting characters to meet. A quest received in a gypsy camp, for example, tasks the player to track down a zombie who is in possession of -- and loves nothing more than to play -- a priceless violin. Another sidequest found in a hamlet recently overrun by blood-sucking vampires introduces the player to a pair of brothers, each believing their particular method of dispatching bloodsuckers to be superior to the other, with the Inquisitor tapped to settle the debate once and for all. [caption id="attachment_160700" align="aligncenter" width="640"] Talent trees are exhaustive, with many options to tailor the Inquisitor's stats across the board.[/caption] Another noteworthy element that pushes itself into the foreground frequently is the game's crafting system. The Inquisitor's travels will occasionally see them cross paths with recruitable NPCs who, if invited to do so, will take up residence in the Inquisitor's home camp. With the likes of a blacksmith, enchanter, herbalist, and cook, there are tons of optional pieces of gear and useful items to requisition. First, however, they must be provided recipes and crafting plans, as well as the raw materials needed for each piece. Periodically upgrading each merchant also ensures their skill level stays sufficient to handle even late-game crafting. This results in a constant stream of recipes and materials to collect out in the world, while some merchants may not even be found until late into the campaign, depending on the player's thoroughness in exploring. Given the multitude of character builds, some merchants will offer far more utility than others, and it is highly probable that gear looted via combat and exploration may be superior to whatever the merchants are able to create at a given time. Visually, Mandragora features no shortage of eye candy over the entirety of the adventure; in fact, calling the game's character art and, especially, its environments gorgeous would not be an understatement. Cinematics and NPC portraits are styled as beautiful water-color stills. Even without full-blown animation, the detailed portraits are incredible, bar none, and add a lot of dark fairy-tale flavor to the game's atmosphere. Even so, the environments and background art of the 2D world put them to shame with jaw-dropping artistry of their own, never missing an opportunity to visually impress. With multiple layers scrolling by as one gazes further into the background, all of which are stuffed to the rafters with minute details and impressive lighting and particle effects. Hazy sunlight struggles to penetrate the skeletal tangle of dead tree trunks in forests, blood-red rays of sunset soak the distant rooftops of Crimson City and paint a scene ripped straight out of a children's storybook, and rotted and splintered furniture and art litter the cavernous rooms and halls of the vampire-infested castle. Foregrounds are also densely packed with all manner of incidental objects and details, so even the briefest dash from point A to point B builds atmosphere and flavor. [caption id="attachment_160708" align="aligncenter" width="640"] From vampire castles to bustling marketplaces, the presentation packs in tons of flavor.[/caption] Keeping pace with all this visual splendor is a soundtrack that is also no slouch. The fully voiced dialogue for every major NPC (including both male and female options for the protagonist) hits extremely hard. The King Priest, in particular, is an early standout, with a mighty and imperious voice audibly dripping with malice and derision, perfectly encapsulating his character better than any narration could. Between their portraits, voice acting, and well-written dialogue, the game's cast is brought to life beautifully, and it's a shame that some of them aren't given more to do in the story, beyond a sidequest or two. For example, it would have been lots of fun to delve even deeper into the backstories of the Inquisitor's allies, especially given the sometimes-playful banter they already exchange. The music, while certainly of an equal pedigree, is a little harder to quantify, as there isn't much in the way of standout tracks that get stuck in one's ear. But the focus on atmospheric music mixed with plenty of medieval or perhaps Eastern European influences does imbue the setting with a distinct sense of time and place. Mandragora: Whispers of the Witch Tree is a very solid first foray into the  Metroidvania /action RPG space for developer Primal Game Studio. Combat is enjoyable and provides many options to tailor the experience to one's personal taste, even offering some replayability for those wanting to try a wholly different character build. Combat is generally challenging, with a noticeable increase in difficulty coming from some late-game bosses, so this one is not for the casual crowd. A handful of drawbacks must be taken into account, such as a tendency for too many bosses to make palette-swapped repeat appearances, and the Switch port did exhibit some occasional lagginess when transitioning into menus as well as lengthy loading times between areas. But the quality of the gameplay, in addition to a considerable layer of polish in its presentation, easily make up for the occasional technical hiccup, producing a fine overall package that is well worthy of a place in its crowded niche.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Mandragora: Whispers of the Witch Tree Review appeared first on RPGamer .
RPGamerDec 5
Tactical RPG Neath Revealed
Tactical RPG Neath Revealed Rogue Legacy series developer Cellar Door Games announced its newest title, Neath . The game is a dark fantasy roguelike tactical RPG and is planned to release  for PC via Steam in 2026. Neath is set in a decaying world that is shadowed by the eponymous inverted tower. Players lead a band of warriors through the tower, which is under the influence of Taboos, everchanging edicts of a God that warp reality. They can also build up the town of Shale and distribute the serfdom to help prepare their skills and playstyle before each run. The game's turn-based combat uses an engagement-locking system that sees party members gripped in fear when targeted by foes, with players needing to disrupt the enemy to save them.  It also includes various encounter events, such as trapped treasure chests or opportunities to barter with gods.   [foogallery id="180677"]   The post Tactical RPG Neath Revealed appeared first on RPGamer .
RPGamerDec 5