The long-awaited Starbound [official site] combat update has arrived! Beside the expected host of conflict-related features, it also brings new areas, enemies, vehicles, and quests. Oh, and it’s come with a trailer. Come look, see:
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.
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.
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.
RPS Feature Starbounding across the universe
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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