Population Zero Begins Early Access on May 5

The Survival, Sci-Fi MMO Population Zero is expected to launch on Steam Early Access starting May 5. Players will not only be challenged to survive the wilderness, but time itself will become an enemy.

Population Zero

Unlike many other survival style MMOs, Population Zero will have a clear goal in mind, and players will need to reach that goal within 168 hours (7 days). This is how Population Zero will play out:

  • The very first cycle starts in a special instanced Drop Zone, a single-player Tutorial
  • Game cycles last 168 hours, or 7 consecutive days – a light day on Kepler
  • You have more than enough time to complete the main objective, explore the planet, engage themselves with building, resource gathering and crafting, battle mobs or other players
  • Each cycle rewards players with account experience necessary to unlock new modes, mechanics and further enhance the gameplay
  • Win or lose – you still get rewards and experience according to your progress during a session
  • When joining a new session players will be matched according to their current account level

In addition to having defined goals and rewards, the time constraint in Population Zero will allow for detailed stories that combine narrative and survival mechanics, prevent specific groups from taking over servers, allow developers to experiment and create exciting new mechanics, and allow players to gradually unlock new mechanics and achievements.

To survive, players must repair the power generations on Artemis by completing a series of goals. There are 4 ways a game will end:

  • Complete the main objective and survive
  • Fail to make it in time and lose
  • Get turned into an alien monster and die: frequent respawns increase colonists’ mutation level which will eventually lead to a complete character transformation – the very first death in the form of an alien creature ends the session
  • Deliberately end the session

For those interested in keeping tabs on Population Zero, it can now be added to your Steam wishlist.

 

Source: Enplex Blog

The post Population Zero Begins Early Access on May 5 appeared first on MMOGames.com.

Social Roleplaying MMORPG Book of Travels Beta Announced

The Book of Travels beta was announced by its developers Might and Delight, the makers of the Shelter series. You’d be forgiven if you haven’t heard of Book of Travels before. It’s what the developers call a tiny MMORPG and a unique social roleplaying experience. The game had a successful Kickstarter campaign late last year.

If you haven’t heard about the game before here’s a little blurb from Book of Travels’ official site: Venture out into a living, breathing fairytale world. Craft a character with its own unique personality and explore the open land however you choose. Set your own goals and shape your adventure alone or with the others you find in this serene online TMORPG (tiny multiplayer online).

In the announcement today on Steam the studio laid out their plans for beta and early access. The beta will be open to those who pledged to the Kickstarter and it is due to take place in May and June. At the moment they’re eyeing October for Early Access, but this could change as the year progresses.

More news about the game can be found on their Steam page or you can head over to their official site to sign up for the occasional newsletter and behind the scenes information.

 

Source: Steam via Rock Paper Shotgun

The post Social Roleplaying MMORPG Book of Travels Beta Announced appeared first on MMOGames.com.

Temtem Type Chart and Guide – Advantages and Weaknesses

Traversing through Temtem is like riding a bicycle for anyone that has ever played a Pokemon game in their lives. However, those who are used to the type standards set by the Pocket Monsters may get a tad confused when entering the world of Temtem.

Honestly, it all works very similarly to the rock-paper-scissors format that Pokemon popularized over the past two decades, with some definite changes to the status quo. Temtems each have a “type” of element attached to them, such as the starter option Crystle being a Crystal type. They can be broken down into twelve possible options, as well as some being dual-types.

Where to Start – What Are All The Types?

Those types are: Fire, Water, Nature, Electric, Crystal, Melee, Mental, Earth, Wind, Digital, Toxic, and Neutral. Each one makes sense in terms of context, but they can be exploited for advantages in battle. Water, for instance, is strong against Fire types, and so on.

Temtem Type Chart From Kickstarter

For those that are fans of Pokemon, this is how we get “super effective” moves. In fact, the game will offer a double damage, or “2x” in times of superior typing. This can go as far as to offer a “4x” when it’s doubly effective on a dual-type. When attacking something resistant, it will only give ½ damage, and when doubly resistant, it’ll give a ¼ damage. Eventually, you’ll find yourself hovering over a Temtem opponent and seeing the circle turn green or red, which indicate if something is going to hit more effectively, or incredibly weakly.

Very early in the game, you and your rival/ “friend” Max are brought to the Professor’s lab to start your journey as a Temtem Tamer. There, you’re faced with three “starter” Temtem. This isn’t your usual Fire, Water, and Grass options either.

You’re faced with the Crystal type Crystle, the Melee type Smazee, and the Mental type Houchic. These work in a circle similar to the old Pokemon starters, with Crytle being good over Houchic, Houschic having the advantage over Smazee, and Smazee able to best Crystle. You’ll also likely lose your first battle against Max, who rocks a Digital type that has no disadvantages here as all. Don’t feel bad when you lose.

 

Fire Type

Fire is exactly as it sounds. It’s a Temtem that utilizes Fire-based attacks and is likely fire-themed. Don’t get burned!

Strength: Nature, Crystal

Weakness: Water, Earth, Fire

Pokemon Equivalent: Fire-types like Charizard.

 

Water Type

Water-themed Temtem are usually found near bodies of water. Their moves make a bit of a splash.

Strength: Fire, Earth, Digital

Weakness: Nature, Toxic, Water

Pokemon Equivalent: Water-types like Blastoise.

 

Nature Type

Anything green is under this typing. It doesn’t matter if it’s the trees, plants, or the bugs that live in them.

Strength: Water, Earth

Weakness: Fire, Toxic, Nature

Pokemon Equivalent: Grass- and Bug-types, such as Butterfree or Bulbasaur

 

Electric Type

With a zap and a spark, Electric Temtems are really strong against a ton of other types, but they’re also super weak to a bunch of types as well.

Strength: Water, Wind, Mental, Digital

Weakness: Nature, Earth, Crystal, Electric

Pokemon Equivalent: Electric-types like Pikachu

 

Crystal Type

Some Temtem out there crystallize and form hard shells. These Crystal types, such as the starter Temtem Crystle, offer different abilities than the average everyday Nature type.

Strength: Electric, Mental

Weakness: Fire, Earth

Pokemon Equivalent: Closest approximation would be the Ice-type, such as Regice or Glaceon, but is likely to be a stand-in for Dark or Steel as well.

 

Melee Type

Head to head, Melee types are strong. They focus on strong attacks. The starter Smazee falls under this heading.

Strength: Earth, Crystal

Weakness: Mental

Pokemon Equivalent: Fighting-types like Hitmonchan or Pancham

 

Mental Type

Why use physical force when you can use your mind to take your opponents down? Mind over matter, as they always say, and the starter Houchic embodies that.

Strength: Neutral, Melee

Weakness: Crystal

Pokemon Equivalent: Psychic-type, such as Abra or Mewtwo

Houchic stat screen with type and techniques

 

Earth Type

In terms of both Temtem that live in caves or just underground, the Earth-type is rockin’ and rollin’.

Strength: Fire, Electric, Crystal

Weakness: Water, Nature, Wind

Pokemon Equivalent: Rock- or Ground-type, such as Rhydon or Diglett

 

Wind Type

Take to the skies with these birds and floating type Temtem. Early in the game, you’re given a Tuwai by the Professor, which resembles a toucan. Then, toucan can do the double battles. Sorry, I’ll see myself out.)

Strength: Toxic

Weakness: Electric, Wind

Pokemon Equivalent: Flying-type, such as Pigeot or Pidove

 

Digital Type

Digital Temtem are newly discovered in the lore of the world, making them incredibly rare and incredibly powerful.

Strength: Mental, Melee, Digital

Weakness: NONE

Pokemon Equivalent: Digimon. No, seriously, there’s nothing in Pokemon like this, but Digimon is the closest approximation here. They’re digital-based, so Porygon technically. Except Porygon is “Normal-type” in Pokemon.

 

Toxic Type

Toxic Temtems sometimes have the ability to poison other Temtem in battle. They ooze toxicity and probably should not be cuddled too close.

Strength: Water, Nature

Weakness: Earth, Digital, Crystal, Toxic

Pokemon Equivalent: Poison-type, such as Koffing or Grimer

 

Neutral Type

This is as basic as basic gets. Normal type Temtems and techniques generally will hit but don’t have any advantages over anything. They’re a True Neutral.

Strength: None

Weakness: Mental

Pokemon Equivalent: Normal-type, such as Eevee or Rattata

 

Additional Thoughts and Best Types

Based on the original type charts available during Temtem’s Kickstarter, minor changes to type advantages have happened even in a short amount of time. The game itself doesn’t tell you in the listing of type advantages that sometimes when attacking a Temtem of the same type will be considered a type disadvantage altogether, but that isn’t always true.

You got a new Temtem, Houchic!

Since the game is in Early Access currently, the ongoing meta of the game is likely to change and, well, evolve over time. At the time of writing, digital is by far the strongest type, with no weaknesses and three strengths. It’s also the rarest of all Temtem and you won’t get one early in the game.

The important aspect, just like Pokemon before it, is to create a well-rounded team here. Try not to fill your team with all Wind-types, for instance, and vary what goes into your team of six. You have a lot of options in the wild and tall grass. Take advantage of that. Also, don’t forget to use your Tempedia to figure out what the type is of each Temtem you encounter and catch.

If you’re into Pokemon-related games, check out our review of the mobile game Pokemon Masters. While you’re at it, check out our first impressions of Temtem.

The post Temtem Type Chart and Guide – Advantages and Weaknesses appeared first on MMOGames.com.

Interview: Switchblade’s Development and Lucid Games’ Success

Even with it’s explosion to popularity years ago, the Multiplayer Online Battle Arena (MOBA) genre is still rife with new and exciting ideas to discover. Launching out of Steam’s Early Access program with a new seasonal Battle Pass, Switchblade has driven onto the scene with engines hot for action. Developed by Lucid Dreams, this MOBA combines the best of both worlds in lane-battling, tactical driving, and rapid-deployment combat systemic of classical Strategy Games. Last week I got the chance to sit down and discuss the game’s development with David Deeble, one of the team’s designers.

 

With most popular MOBAs featuring a greater focus on individual characters standing out, rather than their tools, why the focus on different types of vehicles rather than say their pilots?

We started Switchblade with the goal of making a great vehicle action MOBA, so it’s natural that the vehicles themselves are the focus. Early in development we knew that vehicles needed to be more than just tools and that players should be able to identify with certain traits or characteristics inherent to a vehicle’s gameplay – so, you have the sneaky rogue archetype being fulfilled by the Goofer or the Sniper Prince as the glass cannon and so on. By approaching the design in this way, I think that our vehicles fill the role of the traditional character commonly found in other MOBAs. We also allow players to create and customize their own Pilots so they can forge a sense of identity for themselves – it’s a more relatable way for players to interact in our shared spaces within the game.

 

While currently there’s a skin system in place, are we going to see further vehicle customization options arise in future, such as tires or framework in a similar vein of Rocket League or Mechwarrior Online?

Customization on vehicles is something we’ve talked about internally. It’s a topic that comes up in the community occasionally, but not all that often. Ultimately the discussion always comes back to “how does this impact gameplay”, for example any significant change to a vehicle’s silhouette may impact how identifiable a vehicle is over distance – the skin system we have allows us to create some really cool and unique designs while maintaining authorial control in the interests of gameplay. We do have some ideas in the pipeline that could satisfy all considerations though.

switchblade

With the distinction between different vehicle classes (Tanks, Artillery, Support, etc.) and some of the game’s escorting AI mechanics, is there a potential exclusively for Player vs. Environment encounters or perhaps a main storyline in the future?

Never say never, but right now we’re focused on making the best vehicle action PvP MOBA we can.

 

While the roadmap for Switchblade has been largely laid out as early as February of this year, the game is still in Steam Early Access. What are the team’s plans going forward to push outward from Early Access into a full release?

We have some major updates on the horizon including Leagues (our first competitive playlist), a brand-new map and new vehicles. We’re in a pretty good place right now in terms of stability and all our major systems are in place so our focus can begin to shift toward content creation and managing the live game. Ultimately, we’ll leave Early Access when we feel ready but it’s pretty close!

 

As with many games in the industry, microtransactions are often frowned down upon, particularly with the traditional or seasonal pass. How does Switchblade’s Season Pass stand out in this often-downtrodden field?

Our focus has always been on creating a great multiplayer experience that anyone can jump in and enjoy from day one. Microtransactions in Switchblade are completely optional and purely cosmetic – and they always will be! Our pre-alpha testers may remember our old “Tech” system that allowed players to buy items and modify their stats – we learned the hard way that this was completely counter to the type of experience we wanted players to have. One of the key pillars when creating our Battle Pass was to get the right balance for players to earn everything in a reasonable time frame – but we also give time-poor players the option of progressing their pass. It’s a fine-line between balancing the system for good commercial sense and not pissing off our community – I think we’re doing a good job if we’ve got content that players want to spend a little money on to support us while not interfering with anyone’s enjoyment of the game.

switchblade

Are there plans in the works to see an expansion of the world’s story beyond the edges of the game’s narrative arena?

Yes! Actually if you check out some of the vehicle descriptions in-game you’ll see hints at the wider Switchblade universe. Internally, we have a wiki page with plenty of lore that really fleshes out the world, it’s definitely something we want to get out there in future releases.

 

Currently there are concerns that there’s not a real end-game feel to gameplay, rather a tepid, eventual finale with the destruction of the enemy base during matches. How is the team working to diversify the end-gameplay?

We’re constantly gathering analytical data from the live game and listening to the community, and that really feeds back into our plans to improve the game. It’s still early days, but we’re working on a more refined ruleset for overtime and actively investigating how to make a more satisfying back-and-forth with Tower destruction. In earlier versions players could actually heal their own Towers, and while we felt this perpetuated “turtling” it gave players a reason to defend an exposed power-core rather than abandon it completely. We’re working right now to create a good balance between attack and defense, while not letting one team snowball a victory.

 

How happy is the team overall with Switchblade’s production and reception thus far?

We’re absolutely thrilled – the game’s out there, people are enjoying it and we have a strong and passionate community who are really invested. They can be pretty tough on us but we love it – we’ve always maintained that it’s their game as much as it ours!

switchblade

Currently there’s a very wide spread of vehicles across the different types. Is there a planned or ideal cap for the development team?

The cool thing about Switchblade is that we’re still finding fun new ways to play. When we start developing a new vehicle we ask ourselves how will this vehicle challenge players, what niche does it fill that we haven’t explored yet. So long as we can answer those questions then we’ll keep updating the roster. We’ve got some really cool vehicles in the pipeline that expand on the tactical aspect of the game, so right now the sky’s the limit!

 

Is there anything you’d like our readers to know about Switchblade, its upcoming development and its future?

It’s a great time to be playing Switchblade right now – the upcoming launch of competitive Leagues is our biggest update yet and I’m really excited to see how competitive play changes the game, we’ve also got the new Monorail map just on the horizon and of course our very first Battle Pass is still running. Switchblade is a real labor of love for us so if you’d like to join our passionate community then you can grab the game free on Steam and on PS4 from the PSN store.

A big thanks to David for sitting down with us to talk about Switchblade.

The post Interview: Switchblade’s Development and Lucid Games’ Success appeared first on MMOGames.com.

Last Oasis Early Access to Begin October 1st

Last Oasis was one of the few new MMOs that were shown during E3 this year and now players are just a month away from getting to try it for themselves as the Last Oasis Early Access will begin on October 1st.

Last Oasis is set on Earth thousands of years in the future after the Earth has stopped rotating. This has created two extreme environments, one of razor-sharp ice and darkness, the other an arid desert wasteland. Between these two there is a thin strip of habitable land. To stay alive humanity has built a large walking city. Clans clash over resources and territory in this hellish future.

It is a woodpunk inspired open-world MMO being created by Donkey Crew, an indie studio from Poland. It first got attention in a big way during E3 2019 when it was one of the games featured in the PC Gaming Show Press Conference. It was also met with an impressive reception at Gamescom last week.

If you’d like to know more about Last Oasis you can find it on Steam where you can already add it to your Wishlist. This is a great option if you’re interested in the game because you’ll be alerted when it is made available on October 10th.

They’ve also released a new trailer for the game which features a deadly giant worm called the Legendary Sandworm. These sandworms are massive and have claimed the lives of many captains in the past.


Source: Press Release

The post Last Oasis Early Access to Begin October 1st appeared first on MMOGames.com.

Road Rage Royale Rolls onto Steam

If you’re looking for a new vehicle based Battle Royale game then you might want to check out Road Rage Royale. This indie game just came out on Steam and was made by Neutral Oscillations Games in France. This is actually their debut title though their founder has been in the industry for the last 10 years. You may remember seeing Road Rage Royale on Kickstarter in May. It had a small, though successful campaign that raised €5,000. Since then they have been hosting weekly Twitch streams to keep people updated on the state of the game.

Road Rage Royale is a cyberpunk post apocalyptic coliseum tactical race car combat game. The object of the game is to take out fellow drivers and be the last man standing doing loops around the coliseum’s track. Each lap you take is unique as deadly obstacles could spawn at any moment.

The developers list Micro Machines, Lethal League, Street Fighter II, Nidhogg, Mad Max, and Fallout as just some of the inspiration behind this game. For me personally it reminds me of all those hours a spent using a cattle prod against my little brother while playing Road Rash on the Sega Genesis combined with those destruction derby games that were so popular in the early 2000s online.

You can find the gameplay trailer below.

If this sounds like your kind of fun check it out on Steam.

 

Source: Press Release

The post Road Rage Royale Rolls onto Steam appeared first on MMOGames.com.

Legends of Aria Steam Launch Announced

Citadel Studios has announced that the Legends of Aria Steam launch date will be August 6th. We’ve been following the game since it was first announced in 2014, though back then it was called Shards Online. The game has changed quite a bit since those early days and even now there have been more changes made to the game based on feedback from various beta and alpha events.

“Not only have we added a new playable skillset in the Bard and a whole new armor and weapon enchanting system to make the crafters in our community even more important, but we’re making the world of Aria a much friendlier place to live,” said Derek Brinkmann, CEO. “We’re ecstatic to finally be launching Legends of Aria on Steam after so much hard work and love were poured into the game. We cannot wait for MMO players of all sorts to join us on our journey.”

The Early Access Steam Launch will have a whole lot of new content for all to enjoy.
The Bard skill-line: a unique addition with useful buffs and abilities
A guided experience in the Profession System that takes players from newbie to Grandmaster
A New Weapon and Armor Enchanting system that expands crafting with unique dropped ingredients that allow for more high-end items
Ruleset changes to provide a more consensual PvP experience across more of the map for those who wish to play without fear of ganking
A Fresh Start Server where everyone begins on even footing at launch
An optional Premium Subscription with in-game bonuses and perks

According to the little FAQ section on Steam Citadel Studios estimates that the game will remain in Early Access for 6 to 12 months. This will be when the game is relatively bug free and 100% feature complete. Also talking about the price of Legends of Aria, they had this to say, “MMORPGs and even more so fully persistent sandbox MMORPGs rely heavily on active population. Our plan is to gradually reduce the price of the game over time to reduce the barrier to entry as in-game digital item sales grow to support the ongoing development of the product.”

 

Source: Press Release and Steam

The post Legends of Aria Steam Launch Announced appeared first on MMOGames.com.

KurtzPel – When Karma Needs a Hand

Outside of the steady stream of licensed 3D fighting games such as Naruto or Dragon Ball, not to mention the underwhelming Jump Force, it’s not like you have many options to scratch your anime brawling itch. Luckily, South Korea once again comes to the rescue as KOG Games is about to release KurtzPel, an exciting class-based third-person arena brawler.

KOG isn’t new to the genre, having released a couple of action games before, albeit in somewhat different styles. Grand Chase and Elsword were both 2D side-scrolling brawlers and sizable successes. KurtzPel, on the other hand, marks the leap to full-fledged 3D arenas with complete freedom of movement, a dual-weapon system and aerial combos inspired by the aforementioned animes.

KurtzPel Preview Battle Start

Everybody Was Combo Fighting

The Early Access release of KurtzPel shows a no holds barred fighting system where you don’t have more than a couple of seconds of respite per match. Use this break wisely to gather your thoughts and rethink your strategy, since this is a game where player skill is of the utmost importance, against bashing the controls in the hope that some devastating blow appears out of nowhere. Practice makes perfect, as much as unlocking new abilities and items to make your character look good, but also to boost your stats.

KurtzPel begins with a personality test of sorts. If you’re wondering what this has to do with a fighting game… well, you’re correct to do so. Answering a few questions will steer you towards a specific type out of 16 possibilities, such as Observer, Hero, Shy or Leader. This test is based on the Myers-Briggs personality test that you can find online, but in KurtzPel you don’t get any kind of accurate report about who you are and what makes you tick; instead, your results will set you up with a prearranged character with a distinct stance, hairstyle and voice. However, you are not bound to the result and can change this before tweaking your character.

KurtzPel has one of the most in-depth character customization systems that I’ve ever seen in a fighting game. Scratch that – one of the most detailed systems in any online game. You can make your character tall, short, skinny or fat, change several aspects of your hair and dye parts of it, among other things. It’s not quite at the level of Black Desert Online as it doesn’t offer the complete freedom to customize facial features such as the nose and mouth, aspects that are sorely lacking, but you get more than enough to stand out from the crowd.

KurtzPel Preview Black Fang Battle

Eltheca is the hub town where you and other fellow Chasers unite. This label isn’t random; it is in fact inspired by one of KOG’s previous games, Grand Chase. Fans of this 2D brawler will immediately recognize some of the characters and it’s not unlikely that a tear or two will be shed. KurtzPel is set in a parallel universe of Grand Chase and while this may not mean a thing to most players, it’s a pleasant layer of fan service that should be celebrated.

One of the defining traits of KurtzPel is the Karma system. Karmas can be compared to the classes found in other games, determining the weapon and skills that your Chaser takes to the arena. Currently there are four Karmas available, with the first two being unlocked from the start: Longbow (Dance of Wind), Greatsword (Sword Taliah), Staff (Diabolic Witch) and Gauntlets (Blazing Fist). The next in line is the Dual Swords (Dual Souls) Karma, which is self-explanatory.

While you must pick a Karma to begin with, it won’t take long for you to unlock a second one. The big twist is that you can equip two Karmas and switch between them on-the-fly. The best players will even be able to create combos based on cunning Karma switching, but this requires quite a bit of training. Choosing a long-range Karma such as the Longbow and a melee-based Karma like the Greatsword results in a timeless combination that every fan of fighting games should be able to learn and master.

Additional skills can be unlocked when you acquire Karma shards. These can be obtained by your growing affinity with the NPCs in Eltheca, increasing the strategic options in the arena. When you choose a PvE mission, it is tied to a specific NPC and you can sometimes chat with him or her at the end of the dungeon. Picking the right keywords may increase your affinity level with Crim Plie or Lire Eruel, for example, paving the way for rewards such as specific skills or equipment.

KurtzPel Preview PvP Battle

Big Brawl in Little Eltheca

Being an instance-based dungeon brawler, KurtzPel is entirely comprised of either PvE boss battles or PvP clashes. In PvE you are tasked with missions that are related to an NPC and may be solo or two-player co-op, with a specific category of real-time missions only appearing at certain times. The only surefire thing is that you will be facing one threatening and usually larger than life boss…  well, apart from the Dark Elves Shay and Ney, who are very much normal sized but a tough challenge as well.

The PvE mode may feel a little bare-bones, but it goes without saying that KurtzPel is first and foremost a PvP game. This addition feels like the devs going the extra mile to please a portion of players disappointed by the lack of a story mode. Their intention is laudable and if you are not too picky, you can have a lot of fun with it. Otherwise, you would miss on some stunning boss creatures, so even if you are a PvP player at heart, make sure to learn the combat basics in the story mode.

In this aspect, KurtzPel comes highly recommended, with bosses that are accomplished in every regard. Your foes come in different shapes and sizes, with a selection of attacks that will always require you to stay alert, either up close or at a distance. Some encounters double the danger, with a pair of bosses to defeat – while Dark Elf Karin stays safe in the distance using her magic-based skills, her oversized cougar Black Fang gets up close and personal, with fierce claw attacks to knock you down.

KurtzPel Preview Giant Stone Golem Battle

KurtzPel is a looker, there is no denying that, with the Unreal Engine 4 being put to great use. The anime design is clean and well-defined, with models that are far from being overloaded with needless details. The game truly shines when it comes to the dazzling visual effects, a spectacle of color and motion that often distracts you from your mission – arrows raining from the skies, dragon fire, tiny tornadoes… There is no shortage of things going on in each battle.

As soon as you set foot on the arena, you’ll immediately realize just how fast everyone moves and how your ability to use break skills is crucial to interrupt the enemy’s attacks, creating opportunities for your ally to strike. Each class has a unique Karma crystal, a powerful ability that works as a vital comeback mechanic – the meter grows as you successfully attack, but mostly as you take damage, a mechanic that isn’t to everyone’s tastes but that you’ll have to learn to work with to your advantage.

But fighting the AI-controlled bosses in KurtzPel is a walk in the park when compared to the real meat of the game, player versus player. I’m not overstating it when I say that I felt physically exhausted after a couple of deathmatches, such was the relentless pace, eye-watering projectile-based scuffles and brutal melee combat. Current PvP modes are 2v2 and include Deathmatch, Capture the Flag and Conquest, with a custom match system where 3v3 is a new feature.

KurtzPel Preview Eltheca Hub Town

Deathmatch is exactly what you think it is: two teams of two players unleashing hell on one another, with the team that has scored the most points when the timer runs out winning the match. In Capture the Flag you must keep the flag in your possession for the longest possible, with the victory once again smiling to the team that has more points. Conquest is all about capturing and dominating the middle area of the map.

After some thinking, KOG ultimately settled on a free-to-play business model for KurtzPel, which means that the game must continuously generate enough revenue to support further development and updates. For this Early Access preview I received the Vanguard costume and weapon set, among other items that will be available as paid DLC. Besides looking good, these pieces of gear give your character a few stats boosts, and you can go to the Library to upgrade other equipment or unlock additional Karma crystal slots. Having two locked Karmas – which you can unlock through gameplay progress – stirred up some turmoil, but KOG has stated that this is meant for those players who wish to completely skip the PvE portion and dive in instantly in PvP. How this will work out for the game is still up for discussion, but the community will surely cry foul at the first sign of unbalanced clashes.

KurtzPel still needs fine-tuning to make all the Karmas feel balanced and fair. Nevertheless, that is precisely what the Early Access phase is for, with player feedback hopefully steering it in the right direction. It’s a game with high production values and an experienced and enthusiastic team. Unless something goes terribly wrong, KurtzPel is bound to give other games such as Dissidia Final Fantasy NT or Jump Force a butt-whooping to remember.

The post KurtzPel – When Karma Needs a Hand appeared first on MMOGames.com.

Switchblade, the MOBA with Vehicles is Now Free to Play

Vehicle-based games are rare so when Switchblade graced our inbox we knew had to talk about it. Switchblade is a 5v5 team-based MOBA where all the combat takes place with heavily armed sci-fi vehicles in a massive arena. The game is currently in Early Access and is being developed by UK development team Lucid Games. You can find it on Steam right now and Playstation 4 is scheduled very soon.

From a development standpoint, the move to free to play also represents a transition from Early Access to beta. Of course, this can’t quite be accurately displayed in places like Steam. For them being in beta means that the game is effectively feature complete. Beta is about getting player feedback, squashing bugs, and introducing more content.

If you’re interested in learning more about the game there will be a developer livestream tomorrow, January 23rd at 3 PM GMT on Twitch. They don’t have an agenda planned for the livestream but they will be there to answer player questions, celebrate the launch of free to play, and giving away some in-game currency. If you have a question already in mind send them a tweet and they’ll be sure to answer it on stream. This is especially great since 3 PM GMT is 10 AM Eastern so there’s a good chance you won’t be able to watch the stream live anyway. Thankfully the livestream will be available on social media after it wraps up so you’ll be able to watch it whenever you get the chance.

If you’re interested in giving Switchblade a try head over to Steam where you can grab it for free. If you haven’t already seen it be sure to check out the brand new, explosion-packed trailer below.

Source: Press Release, Official Blog

The post Switchblade, the MOBA with Vehicles is Now Free to Play appeared first on MMOGames.com.

Breach Hits Steam Early Access in January

The multiplayer “dungeon brawl” of Breach looks to be about ready for prime time. QC Games has confirmed that Breach early access will arrive to Steam users this coming January, bolstered by player feedback during the game’s recent testing.

breach early access

“The reception we’ve received from everyone who’s played the game has been nothing short of amazing, giving us confidence that we’re definitely on the right track in our development of Breach,” states game director Gabe Amatangelo. “We look forward to taking the next big step of bringing Breach to a wider audience in January 2019 through Steam Early Access.”

As is often the case with these things, early access will be a paid affair, though the complete game will launch free-to-play. According to the game’s Steam page, the plan is to keep early access short and release the game by next summer, barring any major adjustments needed based on community feedback.

Until then, there will be an extended technical alpha test running between November 30th and December 2nd which will introduce the Chronomancer class to players. Testing is scheduled to begin at 1pm EST and will wrap up at 12am EST. There is no expected downtime for the game’s servers.

Naturally, the announcement comes with a fresh new trailer. That can be seen below.

Our Thoughts

It’s good to know that testers have been enjoying the game enough to push forward into early access. We’re looking forward to seeing how this piece of multiplayer gaming shapes up as we move into next year.

Source: press release

The post Breach Hits Steam Early Access in January appeared first on MMOGames.com.