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!
RPG Cast – Episode 808: “Crafting Makes Me Feel Good”
RPG Cast – Episode 808: “Crafting Makes Me Feel Good” Chris kicks Tidus into the ocean. Kelly is looking forward to taming an army of cats. Robert lauds the efforts of the 2D Waifu union. And Ryan is practicing his Smash freeze cheese. Question of the Week What is your comfort game if you're sick or not feeling great? Check out the show notes here! The post RPG Cast – Episode 808: “Crafting Makes Me Feel Good” appeared first on RPGamer .
RPGamerApr 11
Ultima VII: The Black Gate Retroview
Ultima VII: The Black Gate Retroview Ultimately Dreadful Well before my days writing and streaming for RPGamer, I was part of an RPG book club. A group of RPG enthusiasts voted on what to collectively play so we could discuss our journeys through these games. Two such games ended up being on the SNES, and both were series I had yet to experience. Ultima VII: The Black Gate was one of those games, and while it was recommended to avoid the SNES port and play the PC version, I did not. Eventually, I stumbled my way through the clunky mess, and ultimately, it left a bad impression of the series, as it is still the only Ultima game I have played. The Black Gate has players taking the role of the Avatar, a hero who has saved the realm of Britannia numerous times before, but this time it has been 200 years since his last visit. A string of kidnappings has caused citizens concern. All the while, a newly found religion known as the Fellowship has taken root across Britannia. Lord British, the benevolent ruler of Britannia, asks the Avatar for assistance in solving these matters. It is obvious to the player from the start that this group is hiding a nefarious agenda, but the Avatar must find concrete proof of wrongdoing before they are able to make any connections. Finding the Fellowship guilty is done by a string of seemingly never-ending fetch quests, where NPCs in the different towns will give the Avatar what he needs, but only after he ventures to a local dungeon to retrieve the requested item. The graphics in The Black Gate are forgettable. The Avatar and Lord British stand out, but every other NPC falls into a small group of reused sprites, and the locations all end up looking very similar. Most NPCs have unique faces when interacting with them, and this is how the Avatar will gather most of his intel. The game offers a set of questions the Avatar can ask NPCs, with each response opening new conversation branches that point the player to the next point of interest. There is also the central antagonist, known as The Guardian, who will chime in every now and then during the Avatar's journey. Initially, it seems The Guardian pops up randomly, but in actuality, he pops up when the player is heading in the right direction, usually trying to dissuade the Avatar from continuing his journey. [caption id="attachment_188663" align="aligncenter" width="412"] This guy secretly helps players![/caption] Ultima VII has an action RPG battle system. The Avatar can equip weapons and smack enemies in front of him. As enemies charge towards the Avatar, he basically stands his ground to battle the oncoming attackers. It's not great, and if the player moves around too much, they can get cornered or stun locked to death. Most enemies will get slightly knocked back when hit, so it makes sense to stay put and wail on foes until they turn to puffs of smoke. Unfortunately, monsters only carry junk and, at best, dungeon keys after being defeated. In fact, much of the game will be spent managing the Avatar's inventory. There are tons of treasure chests and loot to collect in the game, but most of it is useless and will only serve to fill a limited inventory system. If the Avatar walks over a loose item, it will automatically go into his inventory. There are also skeleton keys, which are stored separately, and special keys that take up inventory space as well. Players will be battling micromanagement as much as enemies in this game. The Avatar can gain up to eight levels in this game, and as they level up, new spells are acquired. Spells can be configured to be used with the L and R buttons, and for the rest, the Avatar will have to go into his spell book to manually trigger each spell. Spells cost Ankh points, and players can restore these with potions or by being idle. Many locations have numerous areas that will require spell usage, like unlocking magical doors. If not prepared in advance, the player will have to wait for their spell energy to restore before continuing. This poorly implemented bloat unjustly inflates the game's run time. [caption id="attachment_188664" align="aligncenter" width="411"] Bad guy go poof![/caption] Even using the very expensive, very necessary, magical boat costs magic to activate. There is one spell that costs no magic to use called Kal Lor. It is easy to get lost in this game. This spell will teleport the player, wherever they are, back to Lord British. The only drawback to using this spell is that it drains the Avatar of his gained experience, usually costing one level per use, and takes half of his gold from his person. Use this spell with extreme caution. There is a distinct lack of musical tracks in The Black Gate . The outdoors, dungeon, and enemy encounter tunes take up the majority of what players will hear during the game. None of these melodies are noteworthy for good reasons. Ultima VII: The Black Gate for the SNES is not a good port. It's hard to compare it with the PC version, but most people would say that adaptation is the way to experience and appreciate Ultima VII . The Black Gate on the PC also has a few expansions that the SNES version did not implement. The SNES limitations are evident as the graphics, story, battles, magic system, and music are all lacking. This is not a game I plan to play again, at least not on the SNES. Disclosure: This review is purely comparing this game to other SNES RPGs.  The post Ultima VII: The Black Gate Retroview appeared first on RPGamer .
RPGamerApr 11
Voidling Bound Interview
Voidling Bound Interview The monster taming subgenre has seen a lot of reinvention lately. What used to be just turn-based battling has turned into different ways to showcase creatures in a variety of gameplay styles. With Voidling Bound , developer Hatchery Games looks to take their cute critters into a third person action shooter as a space wrangler to help these Voidlings take back their home planets from the pollutants of an agressive parasite species. Joining RPGamer today is Jonathan Rancourt, the Creative Director at Hatchery Games. Today, we'll discuss more about the Voidlings and how the player interacts with the sci-fi planets to prepare fans for when the game launches for Steam on June 9, 2026 with PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 versions planned to follow at a later date. Ryan Costa (RPGamer): Do the evolutionary paths of the Voidlings intersect after a time or does each Voidling have their own possibilities? Jonathan Rancourt : Each Voidling has its own evolution tree that allows it to evolve into 31 possible forms. Every evolution allows you to make unique discoveries, change its element, uncover new abilities or powerful perks that change how each creature plays in combat. RPGamer: Are Voidling eggs rare to find while on missions? JR : During missions you can find multiple common eggs, but some locations have golden eggs from which you can hatch unique Voidlings that have genes otherwise inaccessible through the evolution system, granting you new possibilities in the Splicing Station where you mix and match your genes to craft your own specimens. RPGamer: How challenging was it to balance the melee and shooter sides of the combat? JR : In the development team and amongst our community, each player has their own playstyle, so we end up with advocates for a wide range of playstyles and each creature. These advocates provide valuable feedback that is essential to the balancing of the game. We listen to their input and make sure the experience is enjoyable across both melee and ranged characters. Each new Voidling that gets added to the game brings forth new unique gameplay abilities that we need to account for while designing levels and enemies. A character like Nimiod, that can hover above the ground, has created some pretty interesting design solutions to allow him to melee creatures in a way that feels rewarding. RPGamer: Can you explain how the enemy factions differ from one another? JR : Each faction brings a unique twist to the gameplay, asking the player to play differently or adapt their Voidling selection. In the demo, players got to experience the Bulbous, which are all about swarming you with numbers, and they’ve also experienced the GenBots, which turn the game into a bullet hell, asking you to manoeuver around their walls and projectiles. The other upcoming factions each have their own twist that keeps the gameplay interesting. RPGamer: With Voidling Bound being shooter-based, how challenging was it to make the branching paths feel different during gameplay? JR : Creating branching evolution is one of the places where we really get to be creative. We aim for each step to offer players a choice that is instantly noticeable both visually and in game feel. When you unlock a new primary ability, it’s like changing weapon type in a classic shooter, but with the creature evolution angle we get to open up the possibilities drastically. As an example, Kerapin starts out with a Burst Rifle, but it can evolve into a Bolla Blast that knocks back enemies or a Snow Sling that explodes and freezes them once you stack enough projectiles on them. RPGamer: Cleansing the lesions causes such an immediately satisfying visual as the plants spring back to life. Can you explain the design thoughts behind the fast-acting animations? JR : We wanted the players to feel the satisfaction of cleansing the world of corruption and to get an instant reward from the nature springing back up. From the pop of the corruption to the animation of plants sprouting, each step is carefully crafted to be instantly gratifying. RPGamer: Will there be a higher chance at getting some Voidlings compared to others, or will it be the same rates across the board? JR : The players get to discover each Voidling species throughout the story of the game. Some lucky players will also get to uncover unique natures and variants hidden in rare golden and silver eggs. RPGamer: Will Voidlings be restricted to specific planets, or can they be used anywhere? JR : Voidlings can be used anywhere, but some activities will favor specific Voidlings. Each enemy faction has their elemental weaknesses, asking you to pick the right Voidling for each activity. You also need to make sure your Voidling is strong enough to take on the challenge, so you might want to train it beforehand. RPGamer: How does the Space Wrangler's ship evolve as the story progresses? JR : As you progress, you unlock new rooms and stations that allow you to breed, train, and splice creatures, expanding your capacity as a space wrangler. Breeding will allow you to transfer attributes and natures to offspring, allowing each generation to grow in strength. In the training room, you’ll get to assign creatures for them to level up while you complete missions; this way, no one gets left behind. RPGamer: What additions will splicing bring to the Voidlings players can create? JR : This is where players will get to really go wild and unlock their creativity. In the Splicing Station, each gene discovered through your evolution expands your capacity to craft your perfect specimen, combining perks to discover powerful new synergies or dual-wielding elements to face multiple factions at once. RPGamer: Is there anything that you would love to share about the game not mentioned yet? JR : We have more to reveal on the road to our June 9th release stay tuned for more! RPGamer would like to thank Jonathan Rancourt for their time answering these questions about Voidling Bound , as well as Sarah Blackwell and Stride PR for making it all happen. Those looking forward to raising their own Voidlings to save their planets can look forward to it releasing June 9, 2026, on Steam with PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 versions planned to follow at a later date. The post Voidling Bound Interview appeared first on RPGamer .
RPGamerApr 11
Snack World: Reloaded Announced
Snack World: Reloaded Announced During today's Level-5 Vision 2026 online presentation, Level-5 announced Snark World: Reloaded . The game is a remake of Snack World: The Dungeon Crawl Gold , which released for Nintendo Switch in 2018 in Japan and 2020 in the west, itself an enhanced version of Japan-only Nintendo 3DS title Snack World: Trejarers . Snack World is set on the eponymous Snack World, as the evil Sultan Vinegar attempts to resurrect the Deodragon Smörg Åsbord. Players create their own character to join treasure hunters Chup, Mayonna, and more in a comedic quest featuring procedurally-generated dungeons. The Reloaded version is stated to include improved gameplay, controls, and story, as well as a new mode where players can play as Chup.   The post Snack World: Reloaded Announced appeared first on RPGamer .
RPGamerApr 10
Fantasy Life i: The Girl Who Steals Time Coming to Mobile
Fantasy Life i: The Girl Who Steals Time Coming to Mobile During its Level-5 Vision 2026 online presentation, Level-5 announced that it is releasing Fantasy Life i: The Girl Who Steals Time on iOS and Android. The mobile versions of the game will release this summer. It will feature touchscreen controls, as well as Cross-Play and Cross-Save with the existing PC, PlayStation 4, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2 versions. A follow-up to Nintendo 3DS title  Fantasy Life ,  Fantasy Life i sees players drifting onto an island that was previously home to a prosperous civilisation. Players develop the island through quests and crafting before being able to time travel back into the past, where they can learn secrets about the island and potentially rewrite history. The game will include fourteen different roles, or Lives, for players to freely change between as they build up their town. It includes online co-op for up to four players.   The post Fantasy Life i: The Girl Who Steals Time Coming to Mobile appeared first on RPGamer .
RPGamerApr 10
Level-5 Provides Inazuma Eleven RE, Decapolice, Holy Horror Mansion Platform Updates and Teases
Level-5 Provides Inazuma Eleven RE, Decapolice, Holy Horror Mansion Platform Updates and Teases During its Level-5 Vision 2026 online presentation, Level-5 provided some additional platform news and teasers for several upcoming RPGs. First, the developer revealed that Inazuma Eleven RE , its full remake of the first Inazuma Eleven football RPG, will be coming to PC, PlayStation 5, Nintendo Switch, and Nintendo Switch 2. In addition, its “crime-suspense RPG” Decapolice , where a virtual world holds memories of past crimes, is still currently in development. Release dates for both games have not yet been announced. The developer also released a new trailer for Holy Horror Mansion , which is billed as the next concept for the Yo-kai Watch franchise. The game is described as a “ghost craft” RPG and follows a young hero who lives in a mansion on top of an apartment building owned by his grandmother. After finding a camera in a locked room, he encounters a ghost and ends up caught in various adventures. Platforms and a release window have yet to be announced. Finally, Level-5 produced some additional Inazuma Eleven news. Mobile title Inazuma Eleven: Cross will release in Japan in June 2026. Developed with Aiming, the game will be a free-to-play game with in-app purchases, feature an original story with a brand-new protagonist, and use command-based controls. Meanwhile, Inazuma Eleven: Victory Road will be receiving a physical release on Nintendo Switch 2 in Japan on June 11, 2026. The release, the first physical edition for the game, will be a full cartridge version rather than a Game-Key Card.       The post Level-5 Provides Inazuma Eleven RE, Decapolice, Holy Horror Mansion Platform Updates and Teases appeared first on RPGamer .
RPGamerApr 10
Translating Genres: Arknights and Endfield
Translating Genres: Arknights and Endfield I’ve been playing the tower defense strategy game Arknights for over a year now, and it’s easily my favorite mobile game. It’s a tower defense strategy game where the ‘towers’ are different characters with different abilities. It updates frequently and maintains high-quality art, writing, and game design. I adore Arknights . Last January, Arknights developer Hypergryph released Arknights: Endfield , after months of development and teasers. Though created by a separate team, it takes place in the same universe as the mobile game. However, Endfield is an open-world RPG similar to something like Genshin Impact . It felt like a weird choice at first, taking the lore of the strategy game and building an RPG on it. After thinking about it, however, an RPG is a natural place for Arknights as a series to go. I’m curious about this kind of genre shift and what parts were successful. I will go over how Hypergryph took elements from their strategy game and how they added them into their new RPG. As a brief note for clarity: when I talk about Arknights in this article, I’m referring to the mobile game only. Arknights: Endfield will just be Endfield. When I first saw the announcement for Endfield , I was confused. Why was Hypergryph taking their successful strategy game and making an open-world RPG in the same universe? What was extra strange was that there is no overlap in setting between the two games. Endfield takes place hundreds of years in the future and on an entirely different planet. It wouldn’t give me an opportunity to explore the places I already know and love, which was a real disappointment. I started playing Endfield in January shortly after its official launch, and the longer I played and the more systems opened up, I felt more at home with Endfield . Sure, the icons and item names were different, but the basics were the same. [caption id="attachment_188070" align="aligncenter" width="640"] Where Arknights used 2D sprites, Endfield is fully 3D.[/caption] The most immediate change is the art style. Arknights uses 2D backgrounds and character sprites in its story segments, and 2D sprites on a 3D grid for gameplay. Endfield, by contrast, is entirely in 3D, so right out the gate, the different visual styles means each game presents both its gameplay and its narrative differently. Arknights stories are told in visual novel-like cinematics that take place at the start of a level and at the end. Arknights has no voice acting in its story segments. This is understandable considering that the word count for a single event can rival that of a full novel, and after six years, the game has an enormous cast. As much as I would like it, I understand Hypergryph not wanting to produce and translate an entire visual novel every month or so. Each playable character has voice lines they’ll say in a game level, and that’s it. Endfield , by contrast, features voice acting for every named character who appears in its story. It also means the characters are less likely to go on long speeches than in the mobile game. It's very easy to get into the game's story this way, it's much more accessible than Arknights , especially since Endfield's introduction is much more active and interesting. [caption id="attachment_187428" align="aligncenter" width="640"] This is where Arknights players will be pointing at the screen and saying, "I know that guy!"[/caption] It’s very much a tradeoff, by adding voice-overs Endfield exchanges density for accessibility. Even as an enjoyer of Arknights' story, I’m willing to say it can be dense with exposition and meanderings. On the other hand, Endfield does not tackle its narrative concepts as well as Arknights , as it's given less space to do so. I'll talk more about this when I get to story comparisons later, but the different styles inform how the story is told and how much is told. Since I had background with the original game, I already knew important information about the setting and generally how things work around here. Important ideas, as presented in Endfield, are largely consistent with what I know from Arknights . The only thing I’m not sure of is how it comes across to a newcomer, and I suspect they’ll be a bit confused. Concepts like “what is Originium and why is it important?” weren’t something I needed explained, but the game may have waited too long to inform a new player why this weird rock is important. Or that it can spread like a cancer both through the land and the human body. Arknights lore gets pretty wild. [caption id="attachment_188487" align="aligncenter" width="640"] Activating multiple combo skills at once is a reward for good team building.[/caption] One of the strengths of Arknights ’ gameplay is its balance around powerful teams, rather than expecting players to rely on one or two overpowered units. It's possible to do that, but for most players, it's better to build a diverse roster to have more tools to tackle different problems. The combat gameplay, being centered around team building, carries over into Endfield in interesting little ways. In Endfield, players battle with a team of four characters, and every character has a different role and set of skills; it's pretty standard. What Endfield added is giving all characters a combo move. When the requirement is met (which varies by character), players will see see a pop-up with that character’s portrait, and if you used, that character will attack the player's target with a special move. Combos can even be chained under the right conditions, and it's so satisfying. Even outside of combat, the team is present and active. Team members are always visible when the player is exploring the world. Sometimes they will alert the player to nearby treasure; once, an operator even led me a short distance to a hidden item. When resources spawn in clusters, when they are collected, teammates will also start breaking nodes and picking up resources. All of it goes into the same bag, so it’s useful! It’s a small thing, but I do appreciate that my bot-controlled teammates are attentive and active. [caption id="attachment_186028" align="aligncenter" width="640"] An example of what the AIC looks like[/caption] Endfield Industries, the protagonist faction in Endfield , is a construction company, and the industrial theming runs through not just the aesthetics of the game but also in its gameplay. This is done not in combat, but through the Automatic Industry Core, or AIC. This is the part of the game I suspect will make or break someone’s opinion on it. Players who enjoy setting up and fussing with complicated factory-type systems will enjoy working on the AIC. The AIC is the biggest element that separates Endfield from other games in the genre and gives it a unique identity. Sometimes factories will need defending. The player is given gun towers to place around the area to stop enemies from reaching important locations. It's a cute callback to the original game. While Arknights doesn’t have anything exactly like the AIC, it does have a game mode called Reclamation Algorithm that shares similar gameplay. It’s not a popular game mode, so there have been very few updates, but I am glad to see some ideas from the previous game implemented somewhere they fit better. However, there is a base-building system in Arknights that returns in the form of the spaceship Dijiang in Endfield , and it was a cozy feeling when I realized how similar these systems were. This recognition includes progression structures. Since Arknights was focused on leveling and developing a roster of characters, the systems for leveling up and empowering characters translated very well into an RPG. [caption id="attachment_188115" align="aligncenter" width="640"] The change in visual style allows Endfield to have more visual spectacle than the more limited style in Arknights[/caption] The music in these games deserves a mention ; Endfield’s music is good , Arknights’ music is amazing. There’s a running joke among fans of Arknights that Hypergryph is actually a music company that also happens to produce a game. If there’s one thing Arknights should be famous for, it’s the music. There are many collaborations with talented artists who work in many different styles and genres. Each story event comes with unique music for its lobby and game stages, and most six-star characters have their own theme songs. There have been full live concerts featuring music from Arknights . Endfield loses a bit of identity without the variety and quality of music Arknights has. It did just launch, so I'm willing to wait and see what Endfield does with its music next. It would be a shame if it didn't follow in Arknights' music tradition. I’ve saved talking about the story comparisons for last because it’s where I’m most disappointed with Endfield in comparison to Arknights . It’s also the area I’m willing to give it grace because it’s so new. These two games take different approaches to storytelling. Arknights’ style allows it to tell long and dense stories with complicated characters at the cost of demanding more effort from the player. Endfield aims for a more accessible story that anyone can enter into easily, but sacrifices character and thematic depth to achieve it. One style is not better than the other, however, in this case I feel Endfield lost something important in this trade. There's a tidy microcosm for how I feel about the two stories: the way the games engage with its antagonists. The main antagonist faction in Endfield are the Bonekrushers. Endfield portrays them as wild fanatics, and that's pretty much it. A perfectly fine choice, especially for a video game. Arknights, however, would at least ask: why are the Bonekrushers like this? What were the circumstances that led these people to become this? Even if they remained strictly villains, there would be an effort to see humanity in them and to understand what struggles they faced. Endfield had a rich world to draw from and leaves it underutilized. On the other hand, the thing that did translate perfectly from the original game is its sense of humor. Endfield is delightful when it’s silly. [caption id="attachment_188071" align="aligncenter" width="640"] The player getting hyped up by local silly creature.[/caption] I’ve been repeating myself with ‘ Endfield just released, and though it lacks something I feel is important it could be added later’. I want to give it grace and space to grow, but I do feel there are places where it falls behind Arknights . In my case, I think my experience with the other game had a mixed influence on my time spent with Endfield . However, I can only judge the game as it exists now, and judge it fairly as its own entity. Setting aside my gripes about the story, I had a great deal of fun playing Endfield ! I’m not sure how long I’ll stick with it, but I do think this is a game with a bright future, even if it's not what I personally would have wanted. The most recent release was patch 1.1, the first major patch since the game launched, and I want to see Endfield continue to grow and be a fun experience. The post Translating Genres: Arknights and Endfield appeared first on RPGamer .
RPGamerApr 10
Crimson Desert Post-Launch Updates Announced
Crimson Desert Post-Launch Updates Announced Pearl Abyss announced upcoming post-launch updates for recently-released action RPG Crimson Desert . The updates, stemming from player feedback, are planned to release between April and June 2026, and will cover various aspects of the game, including: A new option to re-challenge previously defeated bosses Previously liberated locations may come under blockade again New easy, normal, and hard difficulty options New abilities for Damiane and Oongka to bring them closer to the abilities of Kliff A back-mounted weapon visibility toggle New character outfits Specialised storage systems for food, wardrobe items, gatherables, and collections New pets and mounts UI updates and improvements Control improvements Distant landscape visual improvements Crimson Desert is an open-world action adventure RPG set on the war-torn continent of Pywel and is currently available on PC, Mac, PlayStation 5, and Xbox Series X|S. The game follows Kliff, leader of the Greymanes mercenaries, who must fight to save the continent from an impending catastrophe. Crimson Desert features an open world, where players can explore on foot or while mounted, which includes commanding, riding, and controlling wyverns. Players can also participate in rock climbing, gliding, fishing, cooking, and more.   The post Crimson Desert Post-Launch Updates Announced appeared first on RPGamer .
RPGamerApr 10
The Relic: First Guardian Pushed to Summer
The Relic: First Guardian Pushed to Summer Perp Games and Project Cloud Games announced that action RPG The Relic: First Guardian has been pushed back from its previously planned May 2026 release date. The game is now expected to release later this summer on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. Perp Games CEO Rob Edwards provided the following comment: The Relic: First Guardian is the first game made by the talented Project Cloud Games studio. It’s a highly ambitious title that has seen years of hard work poured into it. Given this, the team want to take just a little more time to polish their world and hence announce that we are pushing back the release date from May 26th to the summer of 2026. Perp Games and Project Cloud appreciate your patience as we use this extra time to get every detail right and deliver an experience that meets the high standards of the community. We are excited to show you The Relic: First Guardian when it’s ready, which won’t be long now. The Relic: First Guardian is set in the apocalyptic world of Arsiltus, which draws from Korean myths. Formerly prosperous, the destruction of a great relic saw Arsiltus swallowed by the void and turned into a land of death. Players are tasked with finding the pieces of the relic in order to close the void. Players can choose between different weapon types, with character growth based entirely on equipped runes, items, and more. The post The Relic: First Guardian Pushed to Summer appeared first on RPGamer .
RPGamerApr 10
Mongil: Star Dive Shows Gameplay
Mongil: Star Dive Shows Gameplay Netmarble held an online showcase for Mongil: Star Dive ahead of the game's launch next week. The presentation for the free-to-play action RPG includes footage of the monster collection and synthesis elements, as well as its three-character, party-based tag in combat system. Mongil: Star Dive is a follow-up to 2013 mobile title Monster Taming . The game’s combat sees players control a three-character party in fast-paced battles, while its monster collection system lets players collect, tame, and synthesise a variety of creatures. The game will release for  PC, iOS, and Android on April 15, 2026. PlayStation 5 and Xbox Series X|S versions are planned to follow at a later date.   The post Mongil: Star Dive Shows Gameplay appeared first on RPGamer .
RPGamerApr 10