Posts Tagged ‘Chucklefish Games’

Hail: Risk Of Rain Update Adds Two New Characters

By Graham Smith on October 23rd, 2014.

Risk of Rain looks like a side-scrolling roguelite-shooter and in most regards that’s what it is. It’s also got a lot in common with ARPGs, in the way its characters’ skills function and in how a newly unlocked character can completely change the way you approach the game. The latest update, version 1.2, is significant because it i) switches the game to a new engine and ii) adds two entirely new classes.

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Witchmarsh Is A Baldur’s Gate-Inspired RPG In The 1920s

By Nathan Grayson on May 19th, 2014.

1920s America was, however, especially well-known for its towering obsidian obelisks of dubious origin, which would sprout from the ground and cast their runic gazes toward the sky like children looking up to a parent older than time itself. We don't want to say it was definitely a demonic worldeater, but it was probably a demonic worldeater.

And not just any 1920s – the¬†occult¬†1920s, to be precise. In America these were not roaring ’20s so much as they were snarling ’20s, ’20s stained by shadow and fear – not of what was known, but what was unknowable. Usually it just ended up being your run-of-the-mill Cthulhu End of Days scenario, but sometimes… other things. Witchmarsh is an action-RPG set in said time of menace, but it’s also thrumming with the music and culture of the era. I always hoped the end of the world would be set to jaunty jazz. Oh, and the game’s primary influences? Baldur’s Gate and Wizardry, of all things. It looks brilliant. Trailer below.

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Starbound To Revamp Progression, Add Farming (!)

By Nathan Grayson on February 25th, 2014.

this is how farming works, right

There are already lots of things in Starbound. Even in beta, the game is a vast sandbox of possibility and weird cave-dwelling gum creatures that shriek and bounce at you like a pogo stick possessed by the soul of a deathrow inmate. It’s a big place, but this is only just the beginning. Previously, developer Chucklefish wriggly giggled out word of directors, mods, and a PVP endgame, but those lofty goals are in the far flung future. On the horizon, meanwhile, is a complete overhaul of the infinite voxel universe’s progression system, which is currently just a series of intergalactic gates. The plan, however, is to make it more like a Metroidvania that will ultimately split off into three main paths: adventuring, building, and farming. I can’t wait to have my own corral of horrifying night terror space sheep.

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Super Ships & Wasted Worlds: Modding Starbound

By Craig Pearson on January 16th, 2014.

Middle click this.
Starbound was always going to be a game that players would want to re-build in their own image. A procedurally generated sandbox means systems. Lots and lots of systems. It means the community can change whatever they want, and the players have responded at a phenomenal rate of moddery. I’ve done ridiculous things to my game that I’d never recommend you do. I’ve added a Dubstep gun and a Vuvuzela*. But there are broader changes I’d happily recommend: tweaks to ship shapes, planet generation, better farming. There’s as much to explore in the modding scene as there is on Alpha Diadem 028 III C, and I’ve beamed down to have a look.
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Should Have Sent An Accountant: Starbound Sells A Million

By Graham Smith on January 7th, 2014.

The giant brain world: would not go there.

So it turns out a lot of you like games about exploration and building things. Who knew? Starbound, the game that let’s you do that while travelling a universe of alien planets, has sold a million copies. That’s not bad for a game that only came out on December 4th.
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