RPG Game News
RPG Game News
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Oceanhorn 3: Legend of the Shadow Sea Receives Gone Fishing Chronicles Update
Oceanhorn 3: Legend of the Shadow Sea Receives Gone Fishing Chronicles Update Cornfox & Bros. released the Update 1.1: The Gone Fishing Chronicles for adventure RPG  Oceanhorn 3: Legend of the Shadow Sea . The update unlocks a new fishing minigame for all players, as well as adding a new explorable island called Tiber’s Rest, three new Machine Parts to find, and various quality of life improvements and gameplay refinements. The third mainline title in the Oceanhorn  series, following  Oceanhorn: Monster of Uncharted Seas  and  Oceanhorn 2: Knights of the Lost Realm , Oceanhorn 3: Legend of the Shadow Sea  is currently available through the Apple Arcade subscription service. The game is set nearly a thousand years after the events of  Oceanhorn 2: Knight of the Lost Realm . Players control the Champion of Sol and are tasked with navigating the treacherous Shadow Sea as they face the Shadow and look to harness the power of Xoma, the fourth lost god, to reshape the world. They will encounter a mysterious figure called Em, as well as a mixture of new and familiar faces.   The post Oceanhorn 3: Legend of the Shadow Sea Receives Gone Fishing Chronicles Update appeared first on RPGamer .
RPGamerApr 9
Colony Management Action RPG Impurity Announced
Colony Management Action RPG Impurity Announced Developer Incurso Studios revealed Impurity , a dark fantasy, colony management action RPG. The game is in development for PC and available to wishlist on Steam . A release window has not yet been announced. Impurity is set in a dark fantasy sandbox world and sees players try to build up their outpost into a thriving stronghold. Players can place buildings freely as they look to establish production chains, manage resources, and reinforce their settlement so that it can survive various threats. Survivors can be recruited and assigned to various jobs while players explore the procedurally-generated world and uncover ruins, resources, and hostile creatures. Players will also need to deal with NPC settlements with their own agendas. In addition to choosing how to develop their colony, players can choose between the Pure Path, which sees them gain divine blessings and holy abilities, or the Unholy Path, which lets them harvest corrupted essence and unlock powerful dark abilities.   [foogallery id="188677"]   The post Colony Management Action RPG Impurity Announced appeared first on RPGamer .
RPGamerApr 9
People of Note Interview
People of Note Interview Developed by Iridium Studios, People of Note is a musical turn-based RPG that follows pop-star protagonist Cadence. After she's shut out of the Noteworthy song contest in her home city of Chordia, she sets out across the land of Note to form a band with a new, fresh sound capable of winning the contest, but along the way, she finds much more than she initially bargained for. RPGamer was given the opportunity to ask director Jason Wishnov some questions about the game's inspirations, development, and design philosophy. People of Note is available now for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2, and readers interested in learning more can check out RPGamer's review of the game . Jordan McClain (RPGamer): What was the original spark behind wanting to make People of Note , and did any specific games, media, or experiences influence the core design? Jason Wishnov : Absolutely. I've always loved musicals, but…and forgive me if it's a bit trite, as this point…seeing Hamilton in 2017 in LA really got me thinking about the broader cultural appeal of musicals, not just as stage plays, but interwoven into television and film…why hadn't that been thoroughly explored in gaming? Rhapsody was a thing, back on the PS1, but the technology just couldn't represent the proper experience, I think. But on the RPG side, I think you'll immediately see some major influences. Final Fantasies 7 , 9 , and 10 , Chrono Cross , and even a little bit of The World Ends With You …not to mention Super Mario RPG or Legend of Dragoon for the active timing element (which, I want to point out, is wholly optional). RPGamer: What were your musical inspirations, either within the realm of video game music or outside of it? JW: Soundtracks from RPGs have always been a favorite of mine…Scars of Time and the old world vibes of much of Mitsuda's Chrono Cross OST were big influences, and we have a whole Celtic area to make sure we paid homage. Hamauzu and Uematsu, of course, are mainstays as well! Big Giant Circles did an incredible job with the game's score. From a “musical” perspective, beyond Hamilton , Hadestown really inspired me when I went to see it right at the beginning of production. The set design, the cohesion, the way it took a familiar story and made it new…really just blew me away. And the opera scene from The Fifth Element ! We have a direct nod to that scene in the game. RPGamer: People of Note features quite a wide variety of musical genres. What did the talent search look like for musicians and collaborators on the soundtrack? JW: DIFFICULT. Big Giant Circles took care of the vast majority of the score…which is an unbelievable feat, spanning dozens of genres…but the musical numbers required quite a few different specialists, mixing engineers, live musicians, and of course, performers. Jason Charles Miller (of Final Fantasy XIV fame) was the lead composer on many of them, but we also have Andrew Aversa (aka Zircon, an EDM specialist), Mansa Wakili (a Grammy-nominated rapper), Breabach (a proper Scottish folk band), and more. Music production took the entire length of the development cycle…over six years…and we hope the effort involved comes across in our fully animated musical numbers! RPGamer: How did you approach the turn-based combat design, and what are your goals for players while engaging with it? JW: We decided to forego long-term item management in the game…there are no items at all, in fact!...so to compensate for that, we wanted to ratchet up the complexity and strategic decision making in battle. There are quite a few ways we did this…by making our “mashup” attacks (read: limit breaks) require two different band members, each combination having a different effect…by having boss enemies ascend periodically in power, to discourage turtling strats…but one of the biggest ways was by giving players direct control over turn order, and creating many incentives and disincentives for taking certain actions in a certain order. This can give rise to an almost chess-puzzle-like feeling on certain turns, and to that end, we made sure that there’s very little hidden information in the battle system: you know what the enemy is going to do, when they’re going to do it, and exactly how much damage all your attacks will do. That complexity needs to be very carefully and deliberately rolled out to the player. Things may seem simple and traditional in the first dungeon or two, but by the time you’re six to eight hours in, things are going to start to really expand, and you’re going to see some things that you haven’t seen in any other RPG! And, of course, ALL of the mechanics are highly themed to the musical nature of the game…crescendo meters, mashups, time signatures, stanzas, and measure mods all kind of play into that theme. RPGamer: What was the most challenging part of the development process, and how did the team overcome it? JW: I think it had to be the production of the musical numbers, which temporarily shifted our entire studio to being an animation production studio for a VERY significant period of time. The pipeline for such things is pretty different from game development as a whole, so we really had to learn on the fly. Luckily, we were able to bring in a few key team members who had experience in that sort of thing, and lean on them: you never know where key expertise is going to come from! We ended up making quite a few incredible musical numbers, so we really hope everyone enjoys them. RPGamer: Were there any ideas or gameplay elements that you had to cut during development? JW: Fewer than you'd think, which is weird to say! We had a full dungeon, the Half Steppes, which was probably the biggest cut…but from a pacing perspective, that's probably totally fine. A few puzzles here and there had to be cut, and the battle system definitely went through a couple of iterations…initially, the player could directly control the genre of music active in battle, but the mechanics around disincentivizing the player not to just immediately change it every turn got weird and required the player to do math. There's a small rhythm minigame in Chordia you might find pretty quickly…I really wanted to expand that out into a much larger endeavor…but making a whole rhythm game is, in fact, a ton of work, and I think it could have potentially further confused players: despite the fact that this is a musical, it's an RPG first, not a rhythm game! RPGamer: Is there anything else you want to communicate about People of Note to our audience? JW: I guess…considering the audience…I guess I just want people to know this is an RPG borne out of the legacy of Final Fantasy , a proper, highly strategic title that attempts to combine the best of the past with a hope for the future. The musical element is woven into every strand of the game's DNA, but the feeling you get when playing…I hope it evokes those magical feelings of exploring Zanarkand, or Alexandria, or Junon. I couldn't be more proud to release a game like this, and I sincerely hope you all enjoy playing it as much as we loved making it. RPGamer would like to thank Jason Wishnov for taking the time to answer these questions, as well as to Alex Shea and Tara Bruno PR for facilitating the interview. People of Note is available now for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. Readers interested in learning more about People of Note can read RPGamer's review . The post People of Note Interview appeared first on RPGamer .
RPGamerApr 9
Koshmar: The Last Reverie Announced
Koshmar: The Last Reverie Announced Developer Purple Ray Studio announced Koshmar: The Last Reverie , a dark fantasy game that blends action adventure, roguelite, and RPG elements. The third-person title is in development for PC and consoles, with its release window yet to be announced. It is available to wishlist on Steam . Koshmar: The Last Reverie is set in a gothic-inspired realm of dreams and nightmares, with players controlling Violet, a teenager growing up in a small town. After nightmares break through her dreams, she must use her unique lucid dreaming ability to help those affected by a sleeping sickness while keeping her sanity. Players are able to use Dream or Nightmare weapon styles, which unlock resources that amplify delusions or impact Violet's mentality when she returns to reality as well as different abilities. Violet's Delusion or Madness states affect her appearance and how she sees the world. The game features platforming and puzzle-solving elements, as well as replayable Nightmare Rifts and multiple endings.   [foogallery id="188638"]   The post Koshmar: The Last Reverie Announced appeared first on RPGamer .
RPGamerApr 8
Bylina Releasing on PC This Month
Bylina Releasing on PC This Month Publisher Digital Vortex Entertainment and developer Far Far Games announced that isometric action adventure title Bylina will release on PC on April 20, 2026. The PC version of the game will be available through Steam . PlayStation 5 and Xbox Series X|S versions were planned under the game's previous publisher, but have not been dated. Bylina is based on Slavic myths and folklore. It follows Falconet, a young bogatyr (effectively a wandering knight) who is born without heroic powers and shunned by those around him. He finds himself in the Far Far Kingdom, where a mysterious spirit ends up sharing his body. The game sees players exploring various locations, from sunlit forests to gloomy dungeons and castles, that have their own strange inhabitants, challenges, treasures, and puzzles.   [foogallery id="188628"]   The post Bylina Releasing on PC This Month appeared first on RPGamer .
RPGamerApr 8
Cyberpunk 2077 Receives PS5 Pro Update
Cyberpunk 2077 Receives PS5 Pro Update CD Projekt RED released a free PlayStation 5 Pro update for Cyberpunk 2077 . The update, available for those with a PlayStation 5 Pro console, includes additional performance optimisations, enhanced visual fidelity with upgraded PlayStation Spectral Super Resolution upscaling support, advanced ray tracing features, and more. It gives players three graphics modes to choose from: Performance Mode, Ray Tracing Pro, and Ray Tracing. Cyberpunk 2077 originally released in 2020. It is based on Mike Pondsmith and R. Talsorian Games’ Cyberpunk tabletop RPG and follows V, a player-created character in Night City who is left for dead after a failed heist and becomes entwined with the legendary figure Johnny Silverhand, played by Keanu Reeves. The game received both a major Update 2.0 patch as well as the Phantom Liberty expansion in 2023. Those looking to read more about the Phantom Liberty expansion and Update 2.0 release can check out RPGamer’s Deep Look .   The post Cyberpunk 2077 Receives PS5 Pro Update appeared first on RPGamer .
RPGamerApr 8
Avowed PS5 Review
Avowed PS5 Review Shiitake Happens!  Climate change is happening all around us, from land erosion to melting polar ice caps. In some ways, many writers have been conjuring stories of how the climate crisis could destroy the world. While I've not played Obsidian Entertainment's Pillars of Eternity series, I am a sucker for well-realized fantasy settings, and I find the subject of climate disasters both horrifying and intriguing from a narrative standpoint. Avowed is one of those games with an interesting narrative and a world that will leave players wanting to explore and understand the finer details. While the game doesn't translate perfectly to consoles, its presentation and world-building certainly keep it exciting. Taking on the role of a godlike envoy from the Aedyr Empire, the player is tasked with investigating the "Dreamscourge," a mysterious plague that is corrupting the inhabitants of the Living Lands. The infection begins as erratic behaviour but eventually leads to its victims transforming into fungi-like creatures known as Dreamthralls. After escaping a plague-filled island, the Aedyrian Envoy ends up in the metropolis of Paradis, where they are swiftly murdered, but then revived by a god hidden inside them. This deity decides to assist the Envoy, though their motivations are vague. With each part of the Living Lands in both ecological and political strife, the Envoy and their companions are forced to mediate the political discourse amongst the various elites and the zealots known as the Steel Garotte, all while trying to identify who or what started the Dreamscourge. There is a lot of gripping and mysterious political intrigue in Avowed . From how each political group grasps the Dreamscourge and their lack of understanding of each other, there is constant drama to capture the player's attention. Players will get to solve their own murder, assist in moving illegal substances from different areas, and even give Dreamscourged individuals their last rites. Decision-making in many of the sidequests can be quite the challenge, as many of the choices never feel like they truly solve the problem, but they feel right at home with the usual morally grey nature of Obsidian games. While sidequests are plentiful, some of the best come in the form of companion quests, which do a phenomenal job of making the player care about their party members. Kai and Marius, in particular, have some of the best and most emotionally rewarding quests that offer insight into their traumas surrounding their relationships with their relationship to their home nations and the Living Lands themselves. [caption id="attachment_160795" align="aligncenter" width="640"] Don't mess with everyone's bestie, Kai![/caption] This is on top of the fact that the game's writing is truly wonderful. There is so much character banter, and it balances both humour, heart, and struggle spectacularly. Players will go from wholesome moments, such as the party stealing all of Marius' travel snacks, to having to make a horrific decision about putting down someone's life, only to find out there are more complications than merely giving them mercy. While main quests and sidequests are well written, it's the relationship between the Envoy and their companions that truly brings everything together in the game's storytelling. It also helps that the companions are well-voiced, providing emotion and quippiness to each character. Anjali Bhimani's portrayal of the curious, coy, and quirky Yatzli is a standout, and Brandon Keener, who voices the affable Kai, gives a wonderful performance for a character who feels like an everyman, but doesn't fit in anywhere in the Living Lands. The story and characters truly do a great job of enticing players to explore the Living Lands to the fullest, making players explore every nook and cranny for more narrative kernels. While exploring the Living Lands, players will have to engage in action-based combat, wherein the Envoy and their companions will battle tons of possessed creatures and fungi. Players only control the Envoy, but they are granted tons of flexibility in how they wish to build their character. While there are three main classes — Fighter, Ranger, and Wizard — players are not limited to where they can put their skill points. Multi-classing is encouraged, and there are tons of unique and useful abilities within each class. Players can readily wield a sword in one hand and a magic tome in another, and both are effective ways of mowing down enemies. If players do not like their build at any time, they can also reset all of their skill points for a small fee. In addition, the Envoy also has unique abilities gifted by the deity inside them throughout the story, and these abilities are game changers in tough encounters. The ability to raise party members when they have been knocked out, instead of having to hold down a button and hope they stand back up, is a lifesaver. Even with all this flexibility, the combat itself is serviceable, but nothing amazing. There are tons of opportunities in the game to experiment with skills and weapons, but many of the weapons don't feel very unique, lacking a wow factor that makes them truly stand out. There's also not much in the way of customizing the Envoy's companions outside of their skills, and even then, it feels very barebones. Even with the godlike's ability, which is fantastic and unique to the Envoy, it just feels like the companions didn't get the same amount of care or flexibility, which is a real shame. Overall, combat is solid, but it needs more oomph to avoid feeling so repetitive in each encounter. [caption id="attachment_151556" align="aligncenter" width="640"] Don’t truffle with me.[/caption] First-person platforming is a large part of Avowed 's gameplay to navigate the maps in the Living Lands. Sometimes it can be very difficult to assess whether or not a player can make a jump or potentially fall to their death. The game can be a bit difficult in terms of understanding an area's size and scope, meaning players will have to either experiment with how to solve their navigation problems, such as throwing ice bombs into rivers to make platforms. Navigating the Living Lands can be quite challenging, as everything in the game feels quite vertical. The areas are small, but dense, with Obsidian taking advantage of both vertical space and underwater. While the world is interesting, the areas feel a bit small, so players must constantly guess whether they need to traverse vertically or go underwater. Clocking in at over thirty hours, Avowed feels as though it has the right amount of content and busywork for players to enjoy without getting tired. Outside of the fantastic sidequests, players can hunt down bounties, map the Living Lands for a local cartographer, and find powerful totems to enhance the Envoy's godlike abilities. There is also a robust crafting system in the camp menu, wherein players can craft or dismantle weapons for ingredients, to magically enhance their weapons for better combat bonuses, and cook food to replenish health and mana. All of these gameplay elements have been streamlined to respect the player's time and allow them to focus on exploration and story. [caption id="attachment_165242" align="aligncenter" width="640"] I'm always told I am never ready for the answer. I want to be ready for the answer, dammit![/caption] Unfortunately, as has been the case with many of the developer's previous titles, performance issues need to be addressed, and Avowed is not immune to them. The game has tons of textures popping in and out during cutscenes, as well as instances in camp conversations where the companion isn’t making direct eye contact with the player, but often looking in the opposite direction entirely. The audio mixing in some areas of the game is also off, with cutscenes where voiced audio should be heard, but isn't. There are also moments where the visuals do not feel crisp or clean, but rather quite fuzzy. These issues are a shame, given that the world itself is beautifully designed, popping with tons of colour, unique architecture, and even character and monster designs simply burst with personality. In terms of audio, the voice acting is well-done, and a lot of the game's score is mostly pleasant, but again, not completely memorable. I haven't played an Obsidian game in a long while, and I have to say that in terms of characters, storytelling, and worldbuilding, I felt right at home with everything that was happening throughout Avowed 's modest runtime. Even with the uninspired combat and the performance issues, I found myself constantly wanting to explore the Living Lands, make potentially life-altering decisions that could affect the world, and steal Marius' snacks for good measure. Avowed does a fabulous job of keeping players on their toes while also weaving stories that make players want to see everything through to the end. While Avowed has some blemishes, there is a lot to love in this world, and I want to see more of it. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Avowed PS5 Review appeared first on RPGamer .
RPGamerApr 8
Diorama Break Demo Released, Kickstarter Campaign Beginning This Month
Diorama Break Demo Released, Kickstarter Campaign Beginning This Month Studio Massimo Gauthier released a demo for pixel-art tactical RPG Diorama Break . The demo for the game, which sees players directly communicating with its hero, is available now for PC via Steam and lets players go through its first chapter, covering around two hours of content. It comes ahead of a Kickstarter crowdfunding campaign , which is set to begin on April 28, 2026. Diorama Break  is set in a science fantasy world, with players themselves connected to its protagonist. They act as a guide for the hero, who has been raised for the role, with the player's treatment of him impacting how the story plays out. In combat, each turn is split into six substeps. Players and enemies queue multiple actions that are executed concurrently, with different actions taking up different substep durations and having different areas of effect. The game is currently expected to release in 2029 for PC, Mac, Linux, PlayStation 5, Xbox Series X|S, and Nintendo Switch consoles.   [foogallery id="188602"]   The post Diorama Break Demo Released, Kickstarter Campaign Beginning This Month appeared first on RPGamer .
RPGamerApr 8
Fuga: Melodies of Steel Coming to Mobile This Summer
Fuga: Melodies of Steel Coming to Mobile This Summer CyberConnect2 announced that it will be releasing Fuga: Melodies of Steel on iOS and Android. The game will release on the mobile platforms this summer, with pricing to be confirmed. The mobile versions will feature smartphone-optimised controls and include the game's character costume DLC packs, plus a Dummy Soul for the Soul Cannon and a set of in-game items. Originally released in 2021, Fuga: Melodies of Steel is currently available on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Nintendo Switch. Part of CyberConnect2's Little Tail Bronx universe, it takes place in a setting inspired by France during World War II. The game follows a group of eleven children in command of a tank as they aim to rescue their captured families. The tank has a very powerful weapon, the Soul Cannon, but using it requires one of the characters to sacrifice themselves. It is the first part of a trilogy, with sequels Fuga: Melodies of Steel 2 and Fuga: Melodies of Steel 3 released on PC and consoles in 2023 and 2025.   The post Fuga: Melodies of Steel Coming to Mobile This Summer appeared first on RPGamer .
RPGamerApr 8
Pillars of Eternity Turn-Based Mode Released
Pillars of Eternity Turn-Based Mode Released Obsidian Entertainment has released its turn-based mode update for cRPG Pillars of Eternity . The update is available for the game's PC, Mac, and Linux versions through Steam, GOG.com, the Epic Games Store, and the Microsoft Store. It works similarly to that of Pillars of Eternity II: Deadfire , with players able to switch between the original real-time-with-pause system and turn-based mode at any time. Pillars of Eternity primarily takes place in the nation of Dyrwood on the fantasy world of Eora. It sees players control a “Watcher”, one who can see and interact with people’s souls. The game originally released in 2015, with PlayStation 4 and Xbox One versions released in 2017 and a Nintendo Switch release following in 2019. It received a two-part expansion titled The White March , while sequel Pillars of Eternity II: Deadfire released in 2018, with recent first-person action RPG Avowed also taking place within the same world.   The post Pillars of Eternity Turn-Based Mode Released appeared first on RPGamer .
RPGamerApr 7