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The STEAM Sales and Releases Thread

Don Peste

Arcane
Joined
Sep 15, 2008
Messages
4,277
Location
||☆||
http://www.indiedb.com/games/the-wastes/features/the-history-of-the-wastes

It all started in the year 2000. The world was different back then. A small group of people were modding a game called Half-Life to create a multiplayer frag-fest inspired by a specific theme. That project was called Wasteland Half-Life. It was once as popular as Counter-Strike, some say, gaining over 100,000 downloads on FilePlanet alone.

WL_screen.jpg
wl_shaft0003.PNG


The project went on to be renamed The Wastes. It was released in 2003. The team split a few years later, with some trying to continue it as a Half-Life 2 mod, others tried doing a more open-world approach using the Battlefield 1942 engine, calling it Dead Cities.

21.jpg


However, due to all sorts of limitations, neither projects were fully completed.

Fast-forward to 2015. When Vera Visions was put together by two people, Marco 'eukara' Hladik and Megan 'Suparsonik' Baslock. Both of them came out of the modding scene and were fully aware of The Wastes. They got in contact with the original team and got access to some never-before-seen stuff. That moment started it all. This is where we begin.

The development
We were experienced with the Quake engine and GoldSrc, which is part of the Quake family. However, because we wanted full control of the project we went with Quake III Arena technology. After all, if you're going to revive a game like that, you want it to visually fit into a specific era - and that's our main goal. Create a game that could have come out in the early 2000s, while still giving you a "Wow!" factor.

We also developed a new model format, based on IQM. It features support for hit-meshes, sub-models and events. This allowed us to bring our vision of a dismemberment system to life and allows for some awesome head-shots.

We went in and re-created a lot of the environments from the original mod. Sometimes giving a new spin on something that we felt needed a bit more energy.

olddune.png
newdune.png


We also re-modeled a lot of weapons, character pieces and designed new, misc content to go with the rest of the game. There is not a single model that has not been edited in some way.

All of the original cast from the mod will be returning in this game, like Mena the mechanic that keeps the Vagrants' engines running, Ezekial the Ronin Nomad with a filthy love of fire, and Seal Bob (formerly Gustavo) the dishonourably discharged USMC Raider. But they're not the only ones! We've made a few contributions of our own to add to the ranks, like Reese the gunslinging Regulator, Red the Killshot discoman that may or may not be the long lost brother of Vincent, Maddigan the dirty cop that lived through the fallout of society, and much more!

comparison_players.png


Also their existence only known to the public eye via rendered images posted on the official website eons ago, the vehicles that hadn't made the cut will also be returning in this game to traverse these wasted lands as well as a myriad of new vehicles to scratch that itch that we know you have!

How about the game-play?
Well, it's not just the usual Deathmatch package. While you can select your weapon load-out beforehand, we do have very special weaponry spread around the maps. This, along with ammo and other items, makes for a fun scavenging hunt in this otherwise fast-paced game. Team Deathmatch plays very much like Action Quake II TDM, which is a favorite of ours. There's of course CTF as well, we've even got a Twisted Metal-esque Vehicular Combat mode!

And what about skins?
We've got quite a lot of customization options! From skins to 4 different HUD designs - even spray-logos. And you don't even have to worry about how you pay for them, because they are built right into the base game. No micro-transactions to speak of!

tw_valley.png


When and where can we get it?
This is meant to be our doorstep into the industry, so we want to publish it on Steam and GOG.com. It's coming in 2018.

All in all, we've worked really hard on making this happen. Hopefully you'll look forward to playing it, because after all, it took us a few years to get here!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Check Your 6!, a tactical turn-based air combat game based on the board game of the same name, developed by The Lordz (Pike and Shot, W40K: Armageddon) and published by Slitherine:



ss_8529772f4b038508f03820e2a55f7bb78e002749.600x338.jpg


ss_7182da46aa7beb743ec64a6731d14acf19151a51.600x338.jpg




Specialist wargaming developer “The Lordz Games Studio” and “Check Your 6!” board game developer Scott Fisher are happy to announce bringing the multiple award winning and popular set of WWII air combat rules and scenario books to the digital gaming arena.
World War II is spreading terror and destruction on the European ground, while in the air ferocious battles are raging between the Axis and the Allies.
“Check Your 6” brings you in the middle of these battles, with a turn-based game that carries the spirit of the dogfights.

Play as the British or as the Germans in 18 different missions covering air battles, and protecting and destroying important objectives.
Use 14 different aircrafts, each with its own strength and weakness, with a huge number of weapons that allow the player to attack with different precisions and ranges.

The AI will always try to outsmart you, taking the best decisions in order to win as soon as possible. This is going to create awesome battles of wits that will test the player’s ability in figuring out the opponent’s moves.

Additionally, you will be able to play with your friends online or using the hotseat mode, creating always-new battles and strategies!

FEATURES:
- Set in WW2 at the start of The Battle of Britain, the epic clash between the British RAF and German Luftwaffe
- A turnbased, tactical air combat wargame developed with the help of real fighter pilots
- 18 single-player scenarios with a great variety of mission goals
- Two engaging campaigns, one for the Axis and one for the Allies
- Cross-platform server based multi-player
- Hotseat mode
- Hangar with beautiful visual art and detailed text info of all the involved airplanes
- Fly and control famous classics like the famous: Supermarine Spitfire, The Junkers Ju 87 “Stuka”, The Hawker Hurricane, The Messerschmitt Bf 109 and many more…
- An easy to learn tutorial to help you master the tactics of air combat
- In game help and manual to explain in detail the rich and detailed gameplay rules
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,765

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Never heard of this but it reminds me of another post-apocalyptic open-world-ish vehicular combat FPS hybrid called Redline which I did play and enjoy. Too bad this is MP only. Let's hope it at least has decent bots...
 
Last edited:

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,765
Have you played Bandit - Phoenix Rising? I stumbled upon soundtrack some time ago, had the game but doesn't work on modern system and I couldn't play back then because my PC was crap (still is) and don't know if it's good or not. Have some nice cutscenes and nice chemistry between characters (two goon in our vehicle and some egomaniac bitch at the final mission).
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
11,925
http://www.indiedb.com/games/the-wastes/features/the-history-of-the-wastes

It all started in the year 2000. The world was different back then. A small group of people were modding a game called Half-Life to create a multiplayer frag-fest inspired by a specific theme. That project was called Wasteland Half-Life. It was once as popular as Counter-Strike, some say, gaining over 100,000 downloads on FilePlanet alone.

WL_screen.jpg
wl_shaft0003.PNG


The project went on to be renamed The Wastes. It was released in 2003. The team split a few years later, with some trying to continue it as a Half-Life 2 mod, others tried doing a more open-world approach using the Battlefield 1942 engine, calling it Dead Cities.

21.jpg


However, due to all sorts of limitations, neither projects were fully completed.

Fast-forward to 2015. When Vera Visions was put together by two people, Marco 'eukara' Hladik and Megan 'Suparsonik' Baslock. Both of them came out of the modding scene and were fully aware of The Wastes. They got in contact with the original team and got access to some never-before-seen stuff. That moment started it all. This is where we begin.

The development
We were experienced with the Quake engine and GoldSrc, which is part of the Quake family. However, because we wanted full control of the project we went with Quake III Arena technology. After all, if you're going to revive a game like that, you want it to visually fit into a specific era - and that's our main goal. Create a game that could have come out in the early 2000s, while still giving you a "Wow!" factor.

We also developed a new model format, based on IQM. It features support for hit-meshes, sub-models and events. This allowed us to bring our vision of a dismemberment system to life and allows for some awesome head-shots.

We went in and re-created a lot of the environments from the original mod. Sometimes giving a new spin on something that we felt needed a bit more energy.

olddune.png
newdune.png


We also re-modeled a lot of weapons, character pieces and designed new, misc content to go with the rest of the game. There is not a single model that has not been edited in some way.

All of the original cast from the mod will be returning in this game, like Mena the mechanic that keeps the Vagrants' engines running, Ezekial the Ronin Nomad with a filthy love of fire, and Seal Bob (formerly Gustavo) the dishonourably discharged USMC Raider. But they're not the only ones! We've made a few contributions of our own to add to the ranks, like Reese the gunslinging Regulator, Red the Killshot discoman that may or may not be the long lost brother of Vincent, Maddigan the dirty cop that lived through the fallout of society, and much more!

comparison_players.png


Also their existence only known to the public eye via rendered images posted on the official website eons ago, the vehicles that hadn't made the cut will also be returning in this game to traverse these wasted lands as well as a myriad of new vehicles to scratch that itch that we know you have!

How about the game-play?
Well, it's not just the usual Deathmatch package. While you can select your weapon load-out beforehand, we do have very special weaponry spread around the maps. This, along with ammo and other items, makes for a fun scavenging hunt in this otherwise fast-paced game. Team Deathmatch plays very much like Action Quake II TDM, which is a favorite of ours. There's of course CTF as well, we've even got a Twisted Metal-esque Vehicular Combat mode!

And what about skins?
We've got quite a lot of customization options! From skins to 4 different HUD designs - even spray-logos. And you don't even have to worry about how you pay for them, because they are built right into the base game. No micro-transactions to speak of!

tw_valley.png


When and where can we get it?
This is meant to be our doorstep into the industry, so we want to publish it on Steam and GOG.com. It's coming in 2018.

All in all, we've worked really hard on making this happen. Hopefully you'll look forward to playing it, because after all, it took us a few years to get here!

In before Fargo.
 

Jazz_

Arcane
Joined
Jun 13, 2016
Messages
1,069
Location
Sea of Ubiquity
I'm no graphic whore but the few Spiderweb games I tried were depressingly ugly and I just couldn't keep going, the ugliness was soul-crushing, looked like someone just fired up Microsoft Paint and let his 4 year old son draw all the assets; also no animations whatsoever as far as I remember, granted maybe the newer stuff has better production values?
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Gaia Beyond, a "handcrafted" space action RPG with "alive and active" open world, developed by a German indie team. Coming to Early Access:





Gaia Beyond is a handcrafted 2D Action-RPG, an exploration mix built around the core features fighting, mining and trading.

Your decisions are footprints...
within a vast non-linear solar system. Forge alliances among numerous factions and develop relations with hundreds of NPCs. Focus on trading and personal interaction or embark on science missions – hunt down pirates and collect their bounty. Infiltrate dubious factions and uncover secret plots and dark menaces.
  • Realtime Open-World Solar System
  • 4K Graphics
  • Modding-friendly
To deliver a seamless and unique experience, we created our own engine - presenting a massive 2D Open World in realtime, with no loading times inbetween. Every part of the universe is alive and active at every moment.

There you are, human.

At the face of a habitable planet way outside the Kuiper Belt, inquiringly gazing at the same stars as the rest of the living species. Everyone? Doesn’t look like we will ever find out.

The past is shadowed by war.

Generations of humanity have fought on the edge of survival. First against themselves – until technology started to rise, created to serve their innate greed for dominance. During Earth times, self-inflicted catastrophies kept humanity struggling and finally forced the big departure. And yet, here they are. Split up all over the solar system, living separate realities under various conditions.

Everything is different – and actually nothing ever really changed.

A new mindset of unity, awoken by the end of the Machine War, is facing hard times. Beneath the curtain of false peace and hope, bad blood had always remained. Old and new enemies are rising again and humanity will have to face its greatest trial, yet. Will you be part of mankind's downfall or guide the system into a brighter future? It's in your hands.


sketches_small.png


And then there is us

We love gaming and we always wanted to realize our own vision of a good game. When we decided to start this project back in 2011, our motivation was to grab all the "good old" mechanics that had been around for decades and give them a nice polish with today's visual and technical standards.

We are influenced by games like Fallout 1 + 2, Diablo, Grand Theft Auto, Baldur's Gate, Icewind Dale, Deus Ex & Co. Creating a game only half as good as those titles is a damn challenge, but we will make the best effort to share something with you that is worth seeing.
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,394



Welcome to Square-Enix logic 101:

FF XII. A port of a remastered PS2 game: $49.99
FF XV. A proper new game, meaning new tech, assets etc: $49.99

Let's not forget FF XII Zodiac Job System was released in 2007.

What a bunch of clowns.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Free to play and 50% off this weekends:





Second game is 22% better game than the first game according to Steam reviewers! (And I may believe it because their previous game Triple Town was a pretty fun puzzle game.)
 

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