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Eastern European folklore has paved the way for what we know and associate with Vampires. Hunters by night they use the shadows to remain unseen since direct confrontation is usually not in their best interests.
In Vampires: Bloodlord Rising you'll seek out suitable victims who, once bitten will fall under your command as members of your loyal following; these mortals of Sangavia can be put to good use building and gathering resources as workers or put to task as blacksmiths, Alchemists or defenders under your watchful eye.
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Dustgrave: A Sandbox RPGversion 0.5 has been released:
Version 0.5 is available!
It took us a little longer than expected, due to unforeseen technical hurdles, but we finally managed to upload and release Dustgrave's 0.5.0 build!
This new update brings several changes and improvements that many of you have been asking for since the game's Early Access release! We have a massive changelog, so we split it in several sections to make it easier to read.
Major Changes
It is now possible to Respec Characters. Newly recruited companions will immediately open the respec panel, so that they can be customized after joining the party, but the respec feature is also accessible by going talking to Innkeepers.
Greatly improved the political simulation, and factions will now launch raid and conquer settlements by sending proper parties on missions. There are also caravans moving supplies around and wandering traders now move around using the world's map.
Added a lot of information on the world's map, and it's now possible to see more details about settlements, locations, and parties.
Added a button to wait for some time inside locations. It can be used to wait until the morning so that NPCs will wake up, or to wait until midnight to ambush an enemy camp.
Special locations like Dungeons or Ruins are now invisible on the map, and will require you to get closer to discover them, making them permanently visible on the world's minimap.
Added four new dynamic quests. They will be available on their own or as part of Major Quests.
Patch 1.2.2 for the recently released Avowed has been released:
Patch 1.2.2 Notes
Hey everyone!
Patch 1.2.2 is here, bringing a variety of fixes and improvements based on your feedback. From crash and quest fixes to gameplay tweaks and UI updates, we've addressed several community-requested issues to make your experience even better.
As always, if you run into any other issues or have feedback, be sure to reach out - we appreciate your support!
[...]
Avowed - Official Launch Trailer
Avowed Is Available Now - Your Journey Awaits
Avowed is out now!
The wait is finally over - Avowed, Obsidian Entertainment's highly anticipated fantasy RPG has officially launched! Step into the breathtaking Living Lands, a wild and mysterious island located in the Pillars of Eternity world of Eora, and embark on a journey filled with danger, discovery, and adventure.
It's been over nine years since Balrum launched, and the game's longevity is a testament to its dedicated community. Over the years, passionate players have contributed fan translations, expanding accessibility to players worldwide. The game's rich mechanics and tactical depth continue to attract both long-time fans and new players alike.
Balrum was our first major game, and it shaped the way we approach development. The lessons we learned in storytelling, mechanics, and engaging with our community influenced our future projects. We are proud of what Balrum has become and deeply grateful to everyone who has supported us on this journey.
As we move forward with new projects, we carry the spirit of Balrum with us-always striving to create games that challenge, inspire, and immerse players in unforgettable worlds.
Balrum: An Indie RPG Story
Balrum is an old-school, turn-based, open-world RPG with deep tactical combat. Developed by Balcony Softworks, Balrum was our first game-an ambitious and deeply immersive RPG experience that defied conventional indie development wisdom. Instead of starting small, we dove headfirst into creating a 60+ hour RPG, staying true to our passion for storytelling and game design.
The game was brought to life through a successful Kickstarter campaign, with backers supporting our vision and providing us with the means to bring Balrum to completion. Launched in 2016, the game quickly gained a loyal player base, selling over 70,000 copies since its release. It continues to resonate with RPG fans who appreciate deep gameplay, meaningful choices, and a world full of secrets to uncover.
About This Game
In Balrum, players take control of a young man whose peaceful life is suddenly interrupted by events that will change his fate forever. The game offers an expansive open world filled with quests, dungeons, and player-driven choices. Beyond traditional RPG mechanics, Balrum features deep crafting, farming, home-building, and survival mechanics, setting it apart from other titles in the genre.
Key Features:
Real-Time World with Turn-Based Combat - A seamless combination of real-time exploration and tactical, turn-based battles.
Expansive Open World - A massive world filled with dungeons, settlements, and hidden locations.
Class Customization - Spend learning points to create a pure class or a hybrid character build.
Multi-Path Storyline - An epic main quest with three distinct paths leading to the conclusion.
Dozens of Side Quests - A richly detailed world with countless stories waiting to be uncovered.
Base Building and Farming - Construct your own home and cultivate crops for long-term survival.
Tameable Companions - Capture and train animals to aid you in combat.
Deep Crafting System - Create unique weapons, armor, and magical artifacts.
Day/Night Cycle and Weather Effects - A dynamic world with shifting environmental conditions.
Survival Mechanics - Manage hunger, rest, and resources to endure the harsh world.
You know, you could never accuse Obsidian of not putting the effort in. Sure, they have a fairly consistent track record of piggybacking other developer's IPs, but they also have a fairly solid penchant for improving certain aspects of those IPs (Fallout New Vegas, for example). And when they do new things that don't feel necessarily "fresh" (like, say, The Outer Worlds), they usually come off as knowing homage rather than any kind of shameless rip-off. With Avowed, they've kind of combined all their usual powers into one.
[...]
Summary
Despite a few issues, Avowed had me hooked throughout. It's a beautiful, incredibly charming game that does its best to fill a gap where the Elder Scrolls 6 should be.
Tales of Graces f Remastered feels like the end of a long journey. The original Tales of Graces released on the Wii exclusively in Japan, leaving Western RPGamers to wait for it's eventual release on the PS3 as Tales of Graces f, where the game remained until this remastered release. Aside from a scant few quality-of-life adjustments, the game is largely unchanged from the original release. This has its advantages and disadvantages, but at the heart is an enjoyable, if clunky, entry in the Tales series.
Tales of Graces f Remastered opens with main protagonist Asbel Lhant and his brother Hubert as they sneak off to Lhant Hill. There, they discover a girl who has lost her memories, including her name. As such, they decide to name her Sophie and effectively adopt her into the family, much to their father's chagrin. The prologue chapter of the game is admittedly slow going, but it does a good job establishing the core cast of characters. Richard, the prince of the neighboring kingdom, and Asbel make for good equal opposites. Sophie is fun as she slowly begins to adopt the traits of other party members. The Tales series has always been quite effective at characterization and character interactions, and Tales of Graces f Remastered is no exception.
[...]
Ultimately, Tales of Graces f Remastered is a game of peaks and valleys. For some, the combat alone will be enough to carry the experience while they ignore the narrative. For others, the characters will carry an otherwise average and unsatisfying plot. Thankfully, the game gives players as many tools as possible to make their playthrough as accessible as can be, making this an easy starting point for those who haven't played a Tales game and potentially a fun retread for those who played the PS3 release.
A number of fixes today including support for lower end GPUs
Work is continuing toward BETA. Meanwhile a few updates and fixes below.
This is a fairly large update as far as size goes. I had to modify a number of materials to make things work for the lower end GPU changes mentioned below.
UPDATED - On some laptops/PCs where the system GPU does not support the required graphics features (mostly Intel GPUs), the game now displays a message at the main menu explaining that an alternate renderer needs to be used. Selecting "EXIT" configures this alternate renderer and exits the game. The next time the game is launched the new settings are used which should support systems that were crashing when using grenades, certain weapon skills and when entering space. Dynamic shadows, rendered curves and SSAO are not supported by this renderer. However, the game still looks pretty good and runs well.
To be clear, this change will not impact most players using gaming PC's.
Save games are not affected by this change. For best results, use a NVidia or AMD GPU which will provide full support for all graphics functions available in the game.
The Steam overlay is disabled in this mode.
Dynamic shadows are disabled in this mode.
Ambient occlusion is disabled in this mode.
Rendered vertex curves are disabled in this mode.
I'm not sure what the impact will be on the Steam Deck. Officially I do not support the Deck at this time. I plan to do further testing as I get closer to final release.
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