Tag Archives: IndieSpotlight

Secret of Escape Gameplay Trailer [HD]

Secret of Escape Gameplay Trailer

Check out the following high definition gameplay trailer released today for Secret of Escape. For more information on the game give a look at our RealGamerNewz IndieSpotlight of Secret of Escape.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20131204 and was last modified on 20131204 .

TesserΔct Kickstarter Needs Your Help – 13 Days To Go!


This puzzle-based first person title needs your help. We first debuted a vision of PropelledBird’s TesserΔct in our TesserΔct IndieSpotlight. The game has some serious promise and now with the crew using Kinect to motion capture animations of characters as well as staffed up with Voice Actors on the ready, all it needs is a little bit of support from the community to the tune of $3,000 in Kickstarter backing.

They’ve already achieved $391 in pledges from 17 backers (at the time of this post) and now PC Gamers, this game needs your help. Give it a backing if you want to play it, give it a share if you can’t afford to back it – tweet it, fb it, you know the drill. Post it on a forum if you can and take a look at the Full 1080P High Definition video below of the work-in-progress game:

Kickstarter Link HERE

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131202 and was last modified on 20131202 .

IndieSpotlight: Secret of Escape

Secret of Escape IndieSpotlight RealGamerNewz

In Secret of Escape, replay value is a major focus point for developer GamePopper who brings forth the following Action / Stealth title on the Windows / Linux / Mac OS X platforms. The work in progress game can be seen in video format at the bottom of this article with a link to the official developer’s page as well. RGN had the chance to speak with GamePopper about Secret of Escape and gain some valuable insights on the title currently being developed. Here’s what we learned.

Finding something new whenever you play through the game is meant to make it replayable many times as player continue to hone their skills and discover. Initially Secret of Escape was seen at a Games Jam where games were being designed under the theme of “Secrets”. GamePopper ended up coming away with a project that felt worthy of full production by the indie developer.

Multiple endings to unlock new levels, enemy types, gameplay mechanics and modes are spread out through a number of levels. Hidden in the main game are ways to escape each level a different way, deviate from the main story, and get a different ending where you’d least expect it. Each level consists of sneaky, stealthy action avoiding death and discovery by simple enemies like security cameras a la Metal Gear Solid style, and beyond to more advanced enemy types.

Each level has a 15 second countdown making the intensity incredibly high. Instant death is reached once you run out of seconds to escape then you must try the level again. Desura is one of the platforms expected for the game to release on (which is essentially ‘Steam for indies’). Other inspirations besides the theme of being in secret include Saw the film.

The main storyline behind Secret of Escape is that a madman is in charge of the player’s life and forcing him to play a game with it. Comply or be killed. These are the options presented to the player. Strapped with bombs, you must escape by all means. But escaping in new and creative ways is your best way to break the cycle of horror that’s going on. The bombs you’re strapped with explode if you fail to exit each level in time.

Gameplay is being developed mainly with the Xbox 360 in mind and GamePopper has also put together titles like ’10 Second Paper Flight’ for the Ludem Dare 27 as well as ‘BOOM’, and ‘Fireworks Defence Unit’ for Windows Phone 8 and Windows 8 on PC. Secret of Escape is being developed using the Construct 2 Engine. Take a look at the footage below from the work in progress as well as a link to the developer behind it.

Official Gameplay of Work-In-Progress Game:

Check out Secret of Escape’s Official Page on GamePopper’s Website.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131129 and was last modified on 20131129 .

IndieSpotlight: Iron Roads

Steam Greenlight Iron Roads

Iron Roads aims to capture the old school fun of games like Railroad Tycoon while adding new layers and wiping away the micromanagement. Managers are moved from different offices to optimize efficiency within a headquarters building as players run the show controlling HR, Advertising, Supervisors, Trainyard, Rail Facility, and other various departments. For example, you might send a manager to a grain silo to increase loading of a product or Railyard to figure out why a certain train isn’t being fixed in time.

As the boss of a Railroad company in the 1820’s – 1830’s time frame players take position with a high level (looking at a map with cities) viewpoint of the game with their main job focusing on deciding whether to survey and expand their railroad and where / how to go about that. Executive decisions are made based on business logic with challenges presented in the form of bottlenecks, congested traffic, competitors working against the player’s corp, and more.

When looking at a map players can research goods, demand, and supply with estimates of revenue to be made from each area and potential directions they could take their business. Competing against road and water as well as air transportation of goods adds another element to the strategy players must take into account when making their moves. In the office and railyard departments for example it’s a top down click and drag of managers to different areas of focus.

Event cards indicate problems, and requirements, as well as pros and cons to solutions for problems that come up. In the long term though there can also be consequences for the decisions you make. For example at the game’s start deciding on which resources to focus on transporting is a major cornerstone of later trials and tribulations while leaning towards solving solutions a certain way could later effect your relationships with potential clients and business partners down the (Iron) roads.

Currently Iron Roads is in early conceptual design, and leaning towards an Art Deco art style direction with freight concept versus transporting people as a major gameplay focus but strategic fun being derived more importantly above all else. Short videos of the game’s mechanics are expected to become available and open to criticism in the near future with feedback being actively worked in. Take a look at the link below for more information and to get in touch with the developer of this game which is currently being planned for eventual release on Windows PC, Mac OS X, and Linux operating systems.

Steam Greenlight Early Concept – Iron Roads

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131126 and was last modified on 20131126 .

IndieSpotlight: Gheldia

Gheldia - Game Cover

RealGamerNewz had the opportunity of speaking with Hunt Game Studios who put is releasing Action RPG Gheldia which will arrive on Xbox 360, Windows PC, and PlayStation Vita this January 2014. A free demo will be released soon during December 2013 giving the world their first playable taste of this indie game influenced by the retro gaming era of Super Nintendo. Take a look at this game and let us know what you think about it, any questions you may have for Hunt Game Studios, and look forward to its upcoming multi-platform release.

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Gheldia is a role playing action game (running on a custom game-engine) that takes a note from retro experiences while innovating the gameplay mechanics of the genre in entirely new ways. Presenting its story through a unique combination of lore, hidden easter eggs, exploration causing the tale to unravel the destiny of an anti-hero who wants a more meaningful life in terms of being known and developing skill, as well as visiting towns where the player will experience different races found in the game-world, go to shops, and learn more about what’s going on around them throughout various dialogue segments.

Overall, Gheldia mainly focuses on combat and action. Instead of getting experience and carrying around a million weapons at once, players will enter each session with two weapons. The gameplay starts at a central location and branches out from there. Each level has an exit and a secret exit which can bring players to new levels. Different weapons are used to discover alternative paths through each level which can lead to new levels in the world that otherwise wouldn’t be discovered.

Gheldia - Gravers Grotto

Shards are also found throughout the world which are used to upgrade weapons at a blacksmith. Shards influence the attributes but do not upgrade the weapon itself since you can remove the Shards and the weapon will revert back to its original stats. ‘Beast Mastery’ is earned as a way of leveling up your ability to kill a certain class of enemy based on how many you’ve exterminated thus far. The real-time combat, gameplay mechanics, and graphics / art direction of Gheldia have been influenced greatly by 8-bit and 16-bit role playing games but Gheldia is produced at a higher precision with more animations and a modern twist to the experience. Players essentially pick the path they want to take throughout the world and discover things for themselves. There’s not much hand holding, leaving the fun of progressing through the title to the player rather than too many tutorials. Players will be shown the basics though of course.

Players can evade attacks and strafe while doing battle and trying to seal up the beast lords that have escaped as they take the role of an aspiring slayer named Lor who is on a quest to become renowned and recognized by the world around him. Different races of beings in the game include reptilian ‘lizard men’ and others. The game can be played as a purely action and exploration-based experience but there’s more to the game-world than what meets the eye. Politics include conflicts between humans and other races, among other ongoing issues giving life to the world of Gheldia.

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Gheldia’s World Level will increase about four times throughout the game, meaning that the World Level will ping pong between being above, below, above, below (and so on) in regards to the player’s level. The developer aims to avoid the game being too unbalanced by past attempts in the genre which have tried to keep enemies at the exact same level as the player throughout. Instead, this system rewards players that upgrade and work hard while giving the upgrades and then later tests their might with an upgraded world presence afterwards.

The World Level influences monster strength and treasure quality but the monsters themselves don’t have levels. As the player you have a Beast Mastery level over them but it doesn’t dictate their strength – just what you get when they are slain and how much bonus damage you do. The old school feeling when players go through the title is extended through crafting, involving monster materials turned to shards, very effective status ailments, and the real world origin of each power; for example a Scorpion class Toxic Crawler drops an item which is turned to a “Poison Strike” shard that can be embedded into weapons for utilization of a Poison effect.

The abilities that monsters in the game have can be trapped and used by the player thanks to the crystal shards that are used to change the properties of weapons. Levels can be played in any order once discovered, and there is incentive to play again discovering new paths and training with new weapons. The over-arching story sees players defeating 3 main bosses in order to get the barrier to the final boss taken out. The tower called the Serpentine Spire is where things will reach a culmination of events.

Gheldia - G16

Q&A Interview:

RGN: Can you tell us more about the weapons upgrade system and how it works within each level?

Hunt Game Studios: The equipment system in Gheldia has three main parts. Each piece of equipment has its own level that determines its initial stats and number of Shard slots. Equipment can be upgraded at a Blacksmith which will increase the baseline stats and number of Shard slots. The main way you customize your character is by equipping Shards you craft or find into these slots which will grant you stat boosts and new abilities. The last part of the system is related to how many weapons you can bring into a level. Since you can only equip two weapons at a time the paths that are available to you and how difficult the enemies will be depends on what you bring into a level.

RGN: How do players experience the story-line in Gheldia?

Hunt Game Studios: The story in Gheldia mostly unfolds through player interaction. Other than the intro and outro cut scenes the story is discovered by the player. Players are encouraged to talk to every NPC, read every book/journal/map, and to unearth the story on their own.

RGN: Will Gheldia’s PC version be releasing on Steam? Will it support Steam Cloud Saves?

Hunt Game Studios: Gheldia is currently on Steam’s Greenlight service but will also be released through other PC portals. I am interested in implementing Steam specific features but they may be added after its initial release.

Gheldia - 3

RGN: Does Hunt Game Studios plan to have a free playable demo of the game? If so, when can we expect that to release?

Hunt Game Studios: Yes. A playable demo will be available December 2013. The demo will be different from the one shown at PAX with new levels and several other improvements.

RGN: What do you feel is unique about Gheldia and makes it stand out from other games on the market right now?

Hunt Game Studios: The gaming landscape has never been more diversified than it is right now. The spectrum of games has exploded in recent years so I will just focus on the RPG genre. The current trend in RPGs is to incorporate nostalgia and old school mechanics to bring back some lost charm. However, I feel that parodying or referencing these classic games can only take us so far as we need to inject some new ideas or put our own spin on these concepts. With Gheldia we are trying to strike a good balance between classic elements and new or modified ideas.

The story of Gheldia has its share of traditional elements, such as fighting off monsters that were banished long ago, but it also has themes you don’t see in these games often such as political unrest, racial tensions, and a protagonist who isn’t silent or a hero of destiny.

As far as gameplay goes, Gheldia is also more open-ended with the ability to tackle regions in any order along with taking multiple routes through a level. Exploring is highly encouraged with secret paths and secret exits tucked away in every level. The game also abandons the traditional way of leveling up, managing your equipment, and acquiring gold and replaces them with systems that try to convey the story of being a Slayer.

Gheldia - 8

RGN: What are some of the things you can do in Gheldia’s towns?

Hunt Game Studios: There is one major town in each region along with several secret shops. The towns in Gheldia are where the player will go to craft Shards/Fragments, upgrade gear, and sell treasure. Each region has its share of native monsters and the type of crafting recipes available to you differs depending on the town. The secret shops offer the best recipes along with the only place to fully upgrade your equipment so players should be on the lookout for each secret exit.

Also, towns act as the game’s main way of conveying story as they are filled with numerous NPCs and books that players can interact with to learn about its lore.

RGN: Who is the most fun non-boss enemy in the game to play against? (without spoiling anything)

Hunt Game Studios: I’m still adjusting the enemy AI but I’m aiming to have each enemy behave slightly different as they all have their own strengths/weakness, speeds, weapon attacks, spells, etc. Right now I like fighting the skeletal soldiers as they’re the main monster I’ve iterated on.

Gheldia -  G6

Follow Gheldia: Steam Greenlight | Twitter | Facebook | YouTube | Website

Official IGF 2014 Video of Work-In-Progress Game:

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131103 and was last modified on 20131103 .

RGN Daily News #64: Watch Dogs and Assassin’s Creed Are The Same Universe

RGN Daily 64 - Watch Dogs and Assassins Creed Are The Same Universe

RGN Daily News #64: Watch Dogs and Assassin’s Creed Are The Same Universe

– Today’s Biggest Video Game News
– Indie Games Lineup and IndieSpotlight Lineup
– How to Get a Two for One Deal on PS4 Games At Launch
– RGN Game Idea Pitches: Ultimate FPS, Ultimate RTS, Ultimate RPG, Ultimate Abstract
– [SPOILER] Watch Dogs and Assassin’s Creed Series Are Basically The Same Story Universe
– Open Discussions
– And a Lot More

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131030 and was last modified on 20131220 .

RGN Daily News #62: Are Square Enix Western Games Holding Them Back?

RGN Daily News 62 - Are Western Games Holding Square Enix Back

RGN Daily News #62:

– Top News of October 10, 2013
– Final Fantasy 6 Coming to Android and iPhone w/ Enhanced Visuals
– Final Fantasy 7 Remaster Could Come to iPhone and Android
– Square Enix Talk: Are Their Western Games Holding Them Back?
– Capcom Presents Brand New Music for ‘MM25: Mega Man Rocks’ Feat. Hip Hop act MegaRan and more.
– RGN Reviews / IndieSpotlights Posted & Coming Soon
– And More

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131010 and was last modified on 20150208 .

RGN Daily News #60: GTA Online Patch + Stress Test Event Tomorrow

RGN Daily 60 - GTA Online Patch + Stress Test Event Tomorrow

RGN Daily News #60: GTA Online Patch + Stress Test Event Incoming Tomorrow

– Top News of October 3, 2013
– GTA Online Patch Coming Tomorrow
– PlayStation App on iOS / Android Drops Same Time as PS4
– Mighty No. 9 Reached ALL Stretch Goals: PC / PS3 / 360 / X1 / PS4 / 3DS / Vita
– Naughty Dog Asked Sony ‘Do We Have To?’ Make Daxter Remake, Sony Said ‘No’
– Oddworld Inhabitants Needs Support + Sales for New ‘n’ Tasty to Make More Games
– DJ Killzown Jones Announces Upcoming Target Practice Mixtapes Event
– New RGN IndieSpotlight Launched for Ranvestorm: Rift of Souls
– And More

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131004 and was last modified on 20131220 .

IndieSpotlight: Ravenstorm: Rift of Souls

Ravenstorm A Rift of Souls 6

Welcome back to the IndieSpotlight segment of RealGamerNewz.com and let me first apologize for taking so long to bring this next installment to all of you patient readers. I can honestly say that speaking with the many indie developers who reached out (and who I reached out to) for slots in the IndieSpotlight articles to come has been the most enjoyable experience in my 4 years as a video games journalist. In the following spotlight, Ravenstorm: Rift of Souls by GameMasterz is covered who I had the honor and pleasure of speaking with many times through voice conference and otherwise. This is one of those games that reaches me as a gamer as well as a journalist and breathes fresh life into a genre that I have been searching out for the past year, enjoy.


When you make a long story short, Ravenstorm: Rift of Souls is a turn-based RPG with pen + paper influences, but in reality it’s more than that. Ravenstorm: Rift of Souls comes from a passionate development house that is focused on bringing the appeal of classic board games to the digital gaming world. With a unique vision of self-developed rules for the gamer paired with elaborate and unique game mechanics, this game will allow players to get together in a virtual world of fantasy and adventure without the dice and geographical locality.

There was once a city run by a family who came to the land centuries ago and discovered a rift where the dead return as monsters. This city has called upon the heroes of the world to help them keep order and maintain the rift. However, things are not all as they seem. The rift has secrets that players will uncover as their journey moves forward.

In terms of gameplay, players will be able to make their own characters and enter a turn-based role playing experience with each other on the PC as well as Mobile devices. Co-op and group features make the game even more exciting and are a core focus. Abilities can be leveled up including your mastery of certain aspects of the game such as Swords or Defense. Talents are also unlocked and Stats will increase throughout your progression through Ravenstorm. The title’s combat system has been described by GameMasterz as easy to learn and hard to master, with a high fun factor at all levels, but taking an estimated 3 months to completely max out. Some levels will be randomly generated to some extent within controlled paramaters (GameMasterz compared this to Diablo in terms of what to expect for the amount of randomization in levels).

Ravenstorm A Rift of Souls 1

One of the other great features in this game is the ability to play the game Mobile (while commuting to work for example) then continue the same game on PC with more features when you arrive at home again.

In Ravenstorm: Rift of Souls, players create the character that they want. For example, you can make a character that sneaks and hides yet loves Heavy Armor but this will be a lot more challenging to produce compared to the more traditional lightweight stealth character. In terms of character creation, nearly everything is possible, but scaled to practicality in terms of how long it will take.

In the main city there is an area where most PvP (Player vs Player and Team vs Team) fights occur. If more elaborate fighting stages are suggested by the community, GameMasterz has stated that they would consider them. However, the PvE experience is being protected by keeping the PvP in an Arena-like area where those who seek such battles can spend as much of their time as they’d like.

Players will have the ability to view things from above but if they hit a critical or simply would like to play the game always looking closer there is also a zoomed in ‘movie’ mode camera angle which can be selected as a preference. This is explained as a sort of ‘over the shoulder’ viewpoint by GameMasterz. If you die while fighting you can be resurrected via Soulstones, and while the game is not open-world it will revolve around a large amount of freedom with PvP and PvE with a linear story also present in the game. After defeating the final boss, there is nothing stopping you from continuing playing and experiencing Endgame content.

Ravenstorm A Rift of Souls 2

As I stated at the beginning, GameMasterz is very dedicated to the vision for this game and have been developing the game’s mechanics for over 10 years with programmers currently working successfully on putting together the first slice of the game. They look to open a Kickstarter soon and allow public input to drive the development decisions for a prototype during 12 – 18 months of expected dev time before the final version will become available for play.

The team is comprised of experienced members including Kun Chang of Ubisoft and GhostVFX. GameMasterz has also been releasing assets and proof-of-concept materials within a VIP group which RealGamerNewz has become part of. At the bottom of the article you’ll find links to their internet presence where you can find out more about the game. We had a chance to ask them even more questions which are found below in the Text Q&A Interview we conducted.

Q&A Interview:

RGN: Ravenstorm: Rift of Souls seems to feature many different art styles. Can you tell us more about how these will coalesce together in the final product?

GameMasterz: We’re working with a high fantasy look and feel, but with a more murky look than normal. We’re aiming at placing ourselves somewhere between “The lord of the rings” and “game of thrones”, as we want the game to be considered a serious game, with some serious gameplay, mechanics and features.

RGN: How much of the game is based on stats and leveling versus story-line and lore?

GameMasterz: The game is centralized around the vision of bringing the rich, and to times, complex tabletop mechanics into the digital world. Thus the game is centered around mechanics and thus stats, character development, creating and tailoring your character to suit your personal playing style and preferences. The game will have some lore and a main story to follow, but the mechanics is where it really shines through.

RGN: How will the mobile version interact with the home version of Ravenstorm: Rift of Souls?

Ravenstorm A Rift of Souls 3

GameMasterz: That is not entirely determined yet. However we do consider it to be possible to play the actual game on a mobile device as well. But we’re currentlig considering how it can elevate the PC-experience as well.

RGN: Will the journey be different based on your character class?

GameMasterz: The game is build upon a class-less system, and thus there will be no difference in the evolution of the main story depending on how you choose to create your character. We’re currently thinking about how to add more content, for the players to experience a broader view of the world. Moreover we’re thinking about how to put “class labels” on the characters, to be earned once certain criteria are reached. For instance the character will be allowed to use the description “paladin” or “assassin” when they reach certain attribute-, skill-, and talent markers.

RGN: Will they have in game cutscenes to move the story forward or will it be or dialogue driven?

GameMasterz: It will be cut-scenes unfolding the story to the player, as he progresses through the game. We’re really gonna use the luxury of having a motion picture animation team as an essential part of the game!

RGN: With such complex mechanics how will they make it easy for new players to pick up and play and also on the other end with experienced players so that everyone can ejoy the game?

GameMasterz: We’re currently contemplating on how to do this the best. As of now, there will be some general stats to describe the “powers” of the characters, to get a simple overview of the characters prowess. However, once you want to investigate the mechanics in more detail, the inherent core rules or compendium will be there for your support, to explain how the game works, and there will be in game help. Moreover we’re gonna introduce the basic features of the game and mechanics through a carefully planned tutorial.

Official 720p Teaser of Work-In-Progress Game:

Follow Ravenstorm: Rift of Souls: TwitterFacebook | YouTube | Website

Ravenstorm A Rift of Souls 4

Ravenstorm A Rift of Souls 5

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131003 and was last modified on 20131004 .

TesserΔct Playable Demo Now Available for Windows PC

TesserAct Demo Released

Propelled Bird describes their title TesserΔct as “A puzzle game designed around a cube with a 4th Dimension. Use this cube to manipulate physics to solve the puzzles of your environment.” and you can find out even more about the game as well as 1080P High Definition video of the work-in-progress title in our TesserΔct IndieSpotlight.

But even better, today you can also play a demo of the game’s current build! Propelled Bird has released the Downloadable PC Demo of TesserΔct. It’s only 384MB and has been receiving highly positive response from those who have played it. Be one of the first to play this upcoming game made with the Unreal Engine’s UDK. This new demo features updated elements including the first debut of TesserΔct’s ALAN (Algorithmic and Logistical Analytic Network) and was also featured at the Phoenix Art Museum’s Indie Showcase.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130927 and was last modified on 20130927 .