PAX West: A Look at the Kritika Online Psion

Despite having entered Open Beta only a couple of months ago, there have already been a lot of exciting updates in the works for Kritika Online in Europe and North America. Late last month, the Shattered Table update was introduced that added an EX-Danger Zone to Starhenge with five challenging bosses, a reworking of the PvP systems, and improvements to the EMP Store. However, that was just the beginning and the most exciting updates are just around the corner.

Kritika Online Psion


Steam Release Imminent

The September update for Kritika Online, which should be coming any day now is taking huge steps to bring quality of life improvements to the hack-and-slash MMORPG. Most importantly, Kritika is expected to launch on Steam in late September or early October. Additionally, GameGuard is being replaced with Xigncode. Finally, the Xanadu side story, with four new Danger Zones with a range of difficulty levels, and the Random Dungeon mode are being introduced.

The move from GameGuard to Xigncode could be hit or miss because there are a lot of people that don’t like either anti-cheat program for various reason, but adding a Steam client could really help the game’s population. Obviously, Steam is quite popular among PC gamers because it allows the construction of a game library in a single, easy-to-access location. It’s also incredibly simple to download, uninstall, and reinstall games whenever something becomes boring or sparks an interest later down the line. Bringing Kritika Online to Steam is going to make it accessible to one of the largest gaming communities in the world, which should (at least temporarily) significantly boost the player population.


Psion Style

While introducing a few new dungeons is a nice touch and adding a Steam client is great for the game overall, what most players are probably interested in is the upcoming Psion class. The Psion will be the first class introduced into that game that doesn’t have any branching sub-classes. Additionally, while Psion is the class, players will actually be controlling the character Éclair, who is the granddaughter of the legendary swordsman Ruweiss. Her lineage consists of mixed mage and swordsmanship blood, which is represented in-game by her ability to summon Mana Swords.

During my time at PAX West 2017, I had the opportunity to test out the Kritika Online Psion in all her glory. My wife and I were setup with characters equipped specifically for this demo, both high-level Psions with top-tier gear. Being handed a new, powerful class that was armed to the teeth would have normally trivialized the play test, but we were being thrown into the middle of some of the most difficult content in the game; the developers had us facing off against the five new bosses from the Starhenge EX-Danger zone. Needless to say, it still wasn’t easy and a couple of the bosses required some decent coordination and timing. However, we managed to clear the zone without a single wipe. So then, how is the Kritika Online Psion?

Armed with both guns and swords, Éclair is deadly at close and mid-range combat. This combat style makes her feel a bit like a mix of the Valkyrie and Shadow Mage. Éclair’s range is rather limited with her sidearms, but many of her sword abilities still have a decent reach, which gives the player a lot of choices on how to utilize her. You can dash around the field getting up close and personal with enemies or stay at a slightly safer distance and focus on using guns or other ranged attacks.

Furthermore, as Éclair attacks enemies she builds up additional swords to increase her damage and they can be unleashed with her powerful cooldown abilities. One thing I noticed with the Kritika Online Psion class is that her damage is incredibly bursty. While her standard abilities are fine for clearing normal enemies, it was very important to time her cooldowns during key moments in boss fights or she simply might not put out enough damage. During one of the battles in the demo, the boss would separate from his sword and if enough damage wasn’t done he would heal back to full. This happened once after wasting my cooldowns early in the fight; thankfully, we were still nearly full on health and were able to make a comeback.

Another thing to note about the Psion is how incredibly flashy her attacks are. If style is just as important as effectiveness then this should be your go-to class. I mean, what’s cooler than being surrounded by a bunch of glowing swords? You can even summon more swords to spin around her and cut down nearby enemies. One of my favorite abilities that she has actually rains swords down from the sky to do massive damage (of course this one has a hefty cooldown attached). As far as over-the-top blade wielding women go, Éclair ranks up there with the Dark Knight from Black Desert Online on the coolness meter.

There is, however, one aspect of her “personality” that I feel is important to point out. She does happen to wear an incredibly short skirt and it doesn’t always cover everything. If this is something that offends you or would rather just not see all the time then the Psion should be avoided, or this just provides an excuse to buy a different costume from the EMP shop.

Kritika Online Psion


To wrap things up, there should be a Steam release for Kritika Online during either September or October with a few other addons like the Random Dungeon system, and Éclair should be coming out in October; you should definitely give her a try.

Let us know what future content for Kritika Online has you the most excited in the comments below!

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PAX West: Hands-On Ashes of Creation

When I first entered the main exhibition hall at PAX West this year, I was surprised by both the size of the Ashes of Creation booth and how popular it seemed to be. It wasn’t quite up there with Destiny 2 or Shadow of War, but it was rather impressive for an indie studio. With more than 19,000 Kickstarter backers and $3 million in funding there’s obviously some interest in the game, however, crowdfunded MMOs don’t often have major showings on the main floor at conventions, especially at a public events like PAX.

That being said, I was pleasantly surprised to find that Ashes of Creation had multiple PvE and PvP demo stations available. I’ve personally been rather skeptical of the project since it was first announced, as have many others, which is probably why it was so important for Intrepid Studios to publicly show off the game. I didn’t have a chance to play the PvP demo, but I did get to play through the guided PvE scenario, which took about 15 minutes. I have mixed feelings about the overall experience, which I’ll go into detail below, however, I’m now slightly more confident in the project coming to fruition.

Ashes of Creation


The Node System and Gathering

One of the Ashes of Creation game systems that had me the most skeptical is the concept of nodes. There hasn’t been another MMORPG that has utilized a world-building system that actually responds to the actions of the population. The idea that cities and monsters would populated based on player choices sounded a bit far-fetched, but once I got to experience in the demo I realize that it’s rather simple from a technological point of view.

When we first spawned into the game we were in a tiny camp waiting to escort a series of caravans. While waiting to begin the real mission we were instructed to gather some mushrooms. Gathering is a bit different in Ashes of Creation because players have to use their gathering skill on an area instead of simply clicking a node. I’m rather neutral about this feature as a gameplay mechanic, but it does improve the overall feeling of immersion.

However, the point of sending us off to gather mushrooms was more or less to show off the node progression system. When we got back to the starting area our camp had actually transformed into a small village. Obviously, the experience gain was sped up in order to show it off during the demonstration. In the actual game it will likely take quite a long time, and lots of people, to develop nodes.

The important takeaway from this is that the bare bones of the node system is already working, and it’s overall fairly simple. If players quest, kill monsters, and gather in a certain node it will eventually level up. Once that node starts developing it stops surrounding nodes from gaining experience, which in turn prevents certain quests or monsters from ever spawning. The difficult job will be either hand-crafting a unique experience for every single node in the game or developing a procedural generation system that isn’t terrible. Having story arcs and enemies unique to specific nodes would definitely improve the metagame and create conflict based on the needs of certain player groups.

Ashes of Creation Ranger


Classes and Combat

There were four basic classes available to test out during the demo: Cleric, Tank, Ranger, and Mage. These were likely picked out because they’re the most standard archetypes of the MMO genre and are fairly easy to pick up and play. Another four classes have been confirmed but were not being shown off: Fighter, Summoner, Rogue, and Bard.

Each of the archetypes follows a very traditional design. The Cleric and Tank obviously focus on healing and holding threat while the Mage has powerful area-of-effect abilities and the Ranger has a combination of single-target and area attacks. Even though none of the classes really breaks the mold on their own, Ashes of Creation will be using a multi-class system. This means that each character will be able to select both a primary and secondary archetype, similar to the original Guild Wars.

The combat and movement are also fairly traditional with a couple of exceptions. Movement is done through WASD and combat is tab, or click, targeting. Abilities were bound to 1-8, although I assume we’ll be able to rebind these, and there was a distinct lack of auto-attack. Instead of using a standard auto-attack ability, or right-click attack, the first skill acts as more of less like a spammable action similar to Guild Wars 2. Furthermore, there is a sort of mini-game attached to the main skill on every class where players are rewarded with additional attacks for proper timing.

Ashes of Creation Mage

This combo system has been a topic of hot debate ever since it was unveiled. Ethan Macfie posted his thoughts on Ashen Foundry and felt that it was an overall positive addition to the game after he experienced it firsthand. However, I’m not a fan of the combo system in its current state and found it to be clunky and distracting. That’s not to say that it can’t be refined into something much better, but I constantly found myself staring at my action bar whenever I used the ‘Bow’s Combo’ ability.

I understand wanting to reward good gameplay, however, the system needs to be more consistent. Perhaps keeping the timing requirement the same (for each action) would allow high-level players to build muscle memory and not have to even look at the cast bar. Without a true auto-attack, missing these extra attacks won’t be acceptable during competitive content, such as raids, and trying to manage quick-time events and cooldowns in PvP could be a nightmare.

The two other interesting aspects of each class are their ultimate and utility skills. Each class has an ultimate ability that must be charged up with their combo attack and once they have at least 80% focus it can be activated. The Ranger gets Hails of Arrows (large AoE attack), the Mage has Quake (line area attack), the Cleric goes into a healing overdrive mode with Divine Form, and the Tank can pull in enemies with Righteous Fury. Having to build up a meter to use an ability isn’t very common in MMORPGs, with a few exceptions, and is something I personally prefer over lengthy cooldowns that can’t be used every fight.

The utility skills are probably the most intriguing feature about the classes in Ashes of Creation and definitely something I would like to have a lot of focus on in the live game. In addition to their combat skills, each class has a non-combat skill that was essential for progressing in the demo. The Ranger could track enemies, the Tank detected threats, the Cleric cleansed poison and the Mage detected hidden passageways.

Ashes of Creation combo

It’s incredibly rare that an MMO rewards certain classes or even requires them in order for groups to progress. World of Warcraft did this in a small way with Rogue lockpicking but it never really felt essential. My hope is that Ashes of Creation rewards players for bringing the optimal classes but doesn’t make progression impossible without them. An example would be opening up a passageway with extra treasure or allowing shortcuts and not simply barring a group from completing a dungeon.


Cautiously Optimistic

When I initially heard about Ashes of Creation I felt like the studio might be biting off more than they could chew, but after getting my hands on the early demo I feel more confident in them actually being able to deliver a product. The game is at least a year from Beta testing and Intrepid appears to be putting together a fairly solid base.

That being said, there are still plenty of concerns from the MMO community. Until Ashes of Creation demonstrates that it will deliver on all the promises, skepticism is justified. Conversely, it’s not fair to be overly critical and no one should hope for a game to fail.

My experience with Ashes of Creation at PAX was more about realizing what the game can become than what it is in its current state. There are beginnings to the node system, PvP is functioning, and even though the combat is a little clunky it still works. Clearly it still needs a lot of work in many different areas but Pre-Alpha testing doesn’t even begin until December 15, 2017 and hopefully we’ll see a lot of progress throughout 2018.

For more information on Ashes of Creation, check out my interview with creative director Steven Sharif. If you have any thoughts, concerns, or questions about the game, please let us know in the comments below!

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Ashes of Creation Interview with Creative Director Steven Sharif

While at PAX West 2017, I had the opportunity to speak with the Creative Director for Intrepid studios, and mastermind behind Ashes of Creation, Steven Sharif. Additionally, I was able to get my hands on the PvE demo for Ashes of Creation, which I’ll discuss in a separate article. Read below for the full Ashes of Creation interview.

Ashes of Creation Interview


Thanks for taking the time to meet with me here at PAX West, Steven. While we’ve been closely following the development of Ashes of Creation on MMOGames, can you give a quick overview of the game for anyone who hasn’t been following along?

Well, we’re here literally less than 3 months out from our Kickstarter, center-stage at PAX with two demos that players can experience. Both the Arena as well as a PvE narrated demo. It was really important for us that we were here and able to engage with our community and show them that the work we’re doing is actually progressing. We’re not your average Kickstarter type game; we’re actually getting stuff done and keeping our schedule.

Ashes of Creation is an MMORPG that’s open world, non-faction based. We’re a fantasy driven story and our biggest mechanic that really influences everything in our world is the node system. Our node system is really the mechanism for building up the world and unlocking certain story arcs and overarching narratives. When players first enter the world it is undeveloped and as they move out into the wilderness there are these nodes that collect experience from all of the players as they’re doing normal MMO things: killing monsters, collecting resources, building homes, doing quests and things like that.

When the node collects this influence it propagates real-time assets as it advances in stages. There are six stages to a node: the NPC stage, the camp, village, town, city, and eventually a metropolis. At every stage it is unlocking new content that is relevant and appropriate for its location. So players really have a choice in driving the narrative and it’s actually meaningful because it will change the type of monsters that could spawn, loot tables that could spawn, the end quest monsters that you’ll see, the services and activities available within the nodes themselves.

We don’t have a global auction house or global warehouse. Instead, players have to actually collect resources and the only way to transit goods between regions is through our caravan system, which creates a dependency on people to work together. As these nodes develops, players can declare a citizenship with one of the nodes. That’s where they’re going to build their home, build their infrastructure, get their progression in the artisan class.

Now, if players don’t like the location of certain nodes (because when a node advances it actually stops its neighboring nodes from advancing as well. Your choice is not just an illusion, you’re cutting off certain story arcs based on what nodes advance) and if players wish to they can destroy the cities that have been built paving the way for new construction and unlocking new storylines. We’re not just using the buzzword of ‘player agency and choice,’ but instead this is truly a ‘choose your own adventure’ with a linear history that’s available on the server and every server is going to have a different history based on how those populations build the world.

Ashes of Creation Interview


The concept behind the node progression system sounds amazing, but is the technology actually available to pull this off?

Absolutely. The funny thing is the technology necessary to accomplish our node mechanics has actually been around for a very long time. You’ll see in certain design blueprints that tags can be used to populate new actors or spawners within the world. All you have to do really is set those tags to certain parameters. A tag will spawn when node in Region A is propagated to the next stage and that will then bring those actors. Once those actors get brought into the server then they’re going to unlock accessibility to other player character mods to utilities those systems, mechanics, whatever is going to be there.

The technology is not difficult, actually. One of the comparative games that people say ‘Oh, EverQuest Next kind of tried this.’ Well, the reality is that EverQuest Next had a major technological issue in the sense that they were attempting to create a fully destructible world using a voxel system. That’s not what we’re doing. We don’t need a fully destructible world. That’s not necessary to create the components allowing players to use their own agency to develop the storyline of the world and kind of choose their own path.

We are really not pioneering any new technological endeavors with our MMORPG. Instead, we’re just rearranging the parts that are already existing to form a more compelling story that players can get involved with.


Without a destructible world, how will players be able to destroy cities built on nodes in order to reset their progress?

It is similar to a traditional siege that you’ve seen in games like Lineage II and Aion. There is a specific mechanic. When you want to prepare a siege, you must first achieve a certain questline that grants you an item that allows you to declare and there’s a certain time window that you must declare within. Once you’ve declared the siege, the citizen have a certain time period to prepare for that siege and then it will commence.

There are specific mechanics with how to bring a city down, such as a flag that may be in the center of the city. You must breach the walls, take quarters by killing NPCs like elite guards that might be there. Then after doing that, you’ll have the opportunity to cast on the flag pole and lower it and put your own up.

Ashes of Creation Interview


Many online games in the past have used variations of the Unreal Engine, but there have been issues delivering smooth, large scale battles. With Ashes of Creation using the Unreal Engine 4 do you foresee any issues with optimization and how many players do you expect the servers to support?

I wouldn’t say that a lot of MMO developers have used Unreal 4. There have been some that have used Unreal 3. A good example of Unreal in the past is Lineage II. It had massive battles. They wrapped that engine in their own netcode. The great thing about Unreal is it grants you access to the source code, so that if there’s anything in there that out of the box it can’t accomplish then you can rip it out and put your own in.

We have a very strong core of engineers who are capable of creating our own netcode, which is what we’re going to do with this. We’re basically taking the back end out of Unreal 4 and substituting our own, leaving the components we need in there, in order to accomplish the mega battles that we intend to have in the game. Our server populations will concurrently run around 7,000 to 8,000 players.

The great thing about Unreal 4 is this: as an out of the box engine it has a lot of tools and components for developers to get up to speed quick and develop a presentation of what their game is going to be like. The other great thing about Unreal 4 is Epic has amazing support for their licensed developers. Additionally, you can take any component you don’t like and change it however you wish.

We are implementing a lot of different levers that players can play with in order to reduce render performance. If they need to for certain battles, they can set default player appearances, reduce graphic textures, they can do all those things that dial down the rendering taxation on their systems.


Do you have a timeline for Ashes of Creation Alpha and Beta testing?

We just announced that our Alpha 0 is scheduled for December 15, 2017. That is our raffle only Alpha that will also grant access to some media and influencers. You cannot purchase into that Alpha. Our Alpha testing is scheduled all throughout 2018, and that is going to be for people who participated in our Kickstarter. We hope for our Beta to begin at the end of 2018 or beginning of 2019.


There has been a lot of emphasis on the world building in Ashes of Creation, but what type of endgame PvE content can players expect?

We have some massive raids. We have a 40-person raid group and some bosses at the end will require two raid groups. We don’t really have what I call an ‘endgame.’ Because the storyline can be constantly changing, there are new experience at those higher levels that people get to participate in.

Not only that but player driven content, which I know a lot of sandboxes in the past have used as an excuse for not having to create as much content, but we’re actually going the opposite route of that. We have to create more content than a normal theme park does because our choices have to be meaningful and not just an illusion. When you have 20 different paths to go, there needs to be content for each one.

For endgame, we have massive battles both player-versus-player and PvE oriented. We’re going to have massive world bosses with legendary drops and huge, open-world raids to go through.

Ashes of Creation Interview


Stay tuned for our PAX West 2017 hands-on coverage of Ashes of Creation. Let us know what you think of Ashes of Creation in the comments below and what aspects of the game have you the most, or least, excited!

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PAX West 2017: Master X Master – Titus and Natium Defense Line Hands-on

With Master X Master having officially launched a few months ago it’s likely that dedicated PvE players are craving challenging new content. Well, the September 13th update is definitely something for MXM players to look forward to. In addition to economy changes, the long-awaited Natium Defense Line and a new Master will be released. The Natium Defense Line PvE mode will require players to defend their core from increasingly difficult enemies for 30 waves, and Titus is going to fill a much-needed support role.

Master X Master Titus Natium Defense Line


Economy Rebalance

After looking at the rate of Master purchases, the NCSoft team has decided that SOL and X-Coin prices need a change. On launch, Master X Master was criticized for its high premium currency costs when compared with other MOBAs; typically, Masters were much more expensive in terms of real-money currency than similar games. In order to bring things in line with other games in the genre, NCSoft is decreasing X-Coin costs by around 15% per Master. This is a much-needed change and will hopefully allow new players to catch up more quickly without emptying their wallets.

Unfortunately, there’s another cost attached to this economy tweak. While X-Coin prices will be lowered, SOL costs will increase based on each Master’s tier. We can expect to see SOL costs increasing from 1 to 7 per Master in the next update, which means if you’ve been stockpiling SOL then now is the time to spend it.

However, things aren’t all bad. In addition to the SOL cost increase, achievements are being removed from Master purchase requirements. This means that players won’t have to waste SOL unlocking pre-requisite characters in order to obtain Masters like Vonak. Finally, there will be an additional free Master in the rotation each week, which will give players more chances to try out characters before they buy them with SOL or X-Coin. Of course, the overall trade-off doesn’t sound great for players who have already unlocked every Master or pure free-to-play users, but we’ll have to see exactly how much SOL prices increase when the update lands.


Power Support Titus

One archetype that has been severely neglected in Master X Master is the ‘full support.’ There aren’t a lot of pure supports in Master X Master outside of Vita, Demenos, and Maia, and if you’re looking for a dedicated healer then Vita is almost always the go-to option. Personally, I don’t always want to play a heart-throwing popstar, and it looks like Titus is going to be the perfect solution for those wanting a different type of main support.

Master X Master Titus Natium Defense Line

Each one of Titus’ main abilities focuses on enhancing his teammates. His four basic abilities include a targeted heal, holy bolts that heal allies and bounce to damage enemies, an area-of-effect cleanse that also prevents crowd control for a duration, and an area buff that increases allied movement speed. His ultimate feels like a combination of Kharazim (Heroes of the Storm) and Mercy (Overwatch); Titus will cast a buff on all nearby enemies that will resurrect them if killed within a certain window. The amount of healing they receive upon resurrection will be based on his ultimate’s level. Additionally, he can charge his auto-attack to provide healing to nearby enemies until he releases it into a small AoE attack. Finally, his right-click will teleport him after a short delay.

Overall, Titus feels like a great addition to Master X Master and should definitely make his way into many players’ rosters. Although most of his abilities are purely defensive, the holy bolts can deal a significant amount of damage against enemies that are singled out. I expect that many players will either take his targeted heal or holy bolts and the area cleanse in PvP. While I didn’t note the exact length of his ultimate, it did feel like it lasted between 5 and 10 seconds. Even if that doesn’t sound like a long time to avoid it, keep in mind that it can be simultaneously applied to an entire team.

In the short amount of hands-on time I had with Titus, the cleanse felt like his defining ability due to its large radius and long duration; if it will be able to stop all forms of crowd control and enemy ultimates then it could make him even more popular than Vita. That being said, his auto-attacks could prove to be relatively ineffective in PvP because of their delayed explosion and relatively small effect radius. More likely, his auto-attacks will be used to zone enemy players or charged for the AoE heal effect.


Next Level PvE

One of the other economic changes is going to be the removal of the Nightmare SOL cost and the SOL reward from the Nightmare loot table. This is going to have two major effects. First, more players are going to have access to the Nightmare game mode. Previously, it was incredibly inefficient to actually spend SOL on the Nightmare mode, which basically meant that anyone who actually wanted a positive return on investment had to solo it using dispatch tickets. Now players will be able to bring their friends and guildmates into Nightmare without having to potentially waste SOL.

Master X Master Titus Natium Defense Line

The other effect is obviously that players won’t have a way to quickly solo farm SOL anymore. I don’t think that simultaneously increasing SOL prices and removing the Nightmare farm is a move in the right direction, but there is always an opportunity to tweak these things in the future.

There will be another, more difficult, way to farm SOL once the patch drops. This will be in the form of the Natium Defense Line, however, this won’t be nearly as easy as soloing Nightmare mode. Natium Defense Line will feature 30 waves of increasingly difficult enemies that range from basic minions to Titans. I had my first taste at PAX West, and with four max level players we were only able to clear four waves. To be fair, this was the first time we all played together and we weren’t using optimal node loadouts, but even the NCSoft community testers hadn’t cleared all 30 waves at that point.

The way Natium Defense Line works is there is a grid that enemies spawn from and a base with a core and towers that players must protect. Enemies can spawn from numerous locations and for the most part will ignore the players. There are a few unique enemies that will focus on attacking players but generally, they will head straight for your towers and core. Occasionally, monsters will drop items that let players repair towers or summon defensive heroes for a short time. Additionally, players have access to unique cool-down abilities, such as turrets that draw aggro.

Overall, Natium Defense Line is hectic, fast-paced, and could definitely be a lot of fun with the right group. I suggest attempting it with a group that works well together. Otherwise, this game mode could quickly become frustrating due to its high difficulty. Groups will receive gold and experience based on how long they last, and those who finish the final wave will receive a SOL reward.

Master X Master Titus Natium Defense Line


All of these changes to Master X Master will take place on September 13, 2017.  We want to know your thoughts on the upcoming patch in the comments below!

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PAX West 2017: Ship of Heroes Reveals Gameplay and Initial Testing Dates

At a panel at PAX West this past weekend, some big announcements came out of the dev team for Ship of Heroes. In addition to a new trailer that showed off some in-game features and a new powerset, Ship of Heroes test dates were also offered for a number of aspects of the superheroic MMORPG.

ship of heroes test dates

In a video showcase for the game, a character is built from scratch with selection of an Archetype, primary, and secondary powers, with the new Lightning Blast powers for the Devastator Archetype selected. After that, a run-through of the character creation was demoed featuring an improved standard male model that was upgraded in July. Finally, the preview showed a quick in-game flight around the starting zone of Apotheosis City and closed with some quick combat against Promethean enemies.

In addition to the demo, Ship of Heroes also announced release windows for game module testing. Character creation will get its own alpha test in September, an escorted combat alpha is planned for some time in December, Raid testing will commence in June of 2018, and finally a full-blown beta test is set for December 2018.

You can check out the slideshow presented at PAX West here, read more about what was presented here, and take a look at the demonstration video itself below.

Our Thoughts

Ship of Heroes has certainly come a pretty long way in a short amount of time, but one question that’s not answered in either the press release or on the game’s website is whether these tests will be openly available or only on offer to backers or supporters. Either way, this game is still looking intriguing and could become a great MMO if it works out some of its rougher edges.

Source: press release

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