Alex Fuller
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Alex Fuller
@severinmira.bsky.social
Editor-in-Chief at @RPGamer.com
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Can finally start my 2025 game completion thread:

1) Dynasty Warriors: Origins (PC)

Didn't quite realise how RPG Omega Force were going with it until I played it. The mix up of the formula is a successful one, freshening things up nicely.

rpgamer.com/review/dynas...
Also I got to play some of an early review build for Where Winds Meet. The open world exploration and such is plenty of fun, but its sheer density of systems and a less than ideal UI experience heavily caveat the game.

rpgamer.com/2025/11/wher...
Where Winds Meet Impression - RPGamer
Wuxia open-world action RPG Where Winds Meet arrives this week on PC and PS5. RPGamer was able to check out an early access build of the game and report back on its martial art prowess.
rpgamer.com
November 12, 2025 at 10:39 PM
Reposted by Alex Fuller
As a reminder, if you want to learn more about Inazuma Eleven for Victory Road's launch this week, such as some of the crazy story elements of its previous entries, you can check out our retrospective of the series here -- rpgamer.com/2025/07/a-br...
A Brief History of Inazuma Eleven - RPGamer
Level-5's Inazuma Eleven series marks its return this year with the release of Inazuma Eleven: Victory Road. To gear players up, our latest retrospective looks at the series's history so far.
rpgamer.com
November 11, 2025 at 10:06 PM
Reposted by Alex Fuller
We are live for a full weekend of #ExtraLife streaming! Join us at twitch.tv/rpgamer and check out our post below for details!

rpgamer.com/2025/10/extr...
RPGamer - Twitch
ExtraLife Nov 7-9 24/7 STREAM! #ForTheKids
twitch.tv
November 7, 2025 at 9:17 PM
Reposted by Alex Fuller
Meg’s Monster DLC Releasing on PC in December
Meg’s Monster DLC Releasing on PC in December
Developer Odencat revealed a release date for the previously-announced DLC of turn-based RPG Meg's Monster. The Lost Memories DLC will be available on December 4, 2025, for PC and Mac via Steam. The DLC contains around two hours of content, and lets players witness the background stories for five different characters. A release date for Nintendo Switch and Xbox One has not yet been announced. Meg’s Monster is currently available on PC, Mac, Linux, Xbox One, and Nintendo Switch. The game follows a young girl named Meg who wakes up in the Underworld, a land of monsters that will happily eat humans. However, friendly ogre Roy and his friend Golan find her first. Determining that Meg has the power to cause the apocalypse in the Underworld, Roy and Golan search for Meg’s mother to get her home. The game features turn-based combat where Roy begins with 99,999 HP and is immensely powerful, with players instead needing to focus on ensuring Meg doesn’t cry. A demo for Meg’s Monster is currently available for PC via Steam. Those looking to read more about the game can check out Michael Baker's review of its Nintendo Switch version, with the game winning 2023's Michael A. Cunningham Memorial Award.   The post Meg’s Monster DLC Releasing on PC in December appeared first on RPGamer.
rpgamer.com
November 7, 2025 at 6:34 PM
Reposted by Alex Fuller
Solasta II Interview
Solasta II Interview
Developer Tactical Adventures is looking to build upon its 2021 cRPG Solasta: Crown of the Magister with follow-up Solasta II. Continuing to make use of the Dungeons & Dragons ruleset, upgrading to the SRD 5.2 version, the game promises a brand-new adventure in its original world. Ahead of the game's planned Steam Early Access release in early 2026, RPGamer was able to put some questions about the game to Marketing Director Pierre Worgague and Community Lead Emile Zhang. --- RPGamer: Can you give an overview of what adventure our characters will be taking on in the sequel? Are there any connections to the first game? Pierre Worgague (Marketing Director) and Emile Zhang (Community Lead): Solasta II takes place around 70 years after Crown of the Magister, on a different continent. While there are references to the events of the first game, there won’t be any direct connections, meaning new players can jump straight into Solasta II without needing prior experience. You’ll play as a party of four adventurers thrust into a mysterious land they know nothing about, following a quest left to them by their adoptive mother. With their family pulled apart by the strings of the divine, will they be able to succeed in what their predecessors couldn’t? RPGamer: How much effort has it been moving to the SRD 5.2 ruleset? What are the main advantages of the switch? Pierre & Emile: It hasn’t been as simple as we’d hoped, haha -- but it’s absolutely been worth the effort! We know D&D 2024 is still new to a lot of people, but there’s a lot of very interesting content in there; for example ,balance improvements for some of the weaker classes and subclasses, and new options for martial classes with Weapon Masteries. And that’s just scratching the surface. We’ve personally been playtesting a lot at the studio after hours, and we’re confident players will appreciate the added depth it brings.     RPGamer: How big of a role do sidequests play in the game? Pierre & Emile: During the Early Access, the number of sidequests will be fairly limited, as we want to focus on making sure the main campaign is well polished and complete before moving on to adding more content. That said, we ideally want to lean into our faction system, with sidequests providing more context to the political conflicts of Neokos, helping you to decide which faction you wish to support – which in turn can give you access to different perks, goods, and services. RPGamer: Will later quests relate to or be impacted by quests or choices from earlier in the game? Pierre & Emile: Yes, some absolutely will! There will be multiple endings in Solasta II, with story branches and consequences that reflect the player’s decisions throughout the game. RPGamer: How do you go about choosing which classes to include in the game? Pierre & Emile: We’ve already said we’ll try our absolute hardest to include all twelve official classes for the 1.0 release of Solasta II. The idea is, we launch into Early Access with six classes -- the classic crew of Fighter, Rogue, Wizard, Cleric, with the addition of Sorcerer and Paladin for one half-caster and a Charisma spellcaster. Then, as we progress through Early Access, our plan is to release updates with additional classes.     RPGamer: Will Solasta II include any form of multi-classing for the power gamers? Pierre & Emile: Yes! While D&D 2024 has rebalanced some of the more powerful multiclass combinations, Solasta II does support multiclassing right from Early Access. You can even try it now in our Steam demo, which includes a Fighter/Cleric build and is still available to play right now. RPGamer: What are the main aspects from the first game that you've looked to improve or build upon in Solasta II? Pierre & Emile: We’ve been wanting to have another shot at telling a story -- but with more means behind it. Better looking characters, more time spent on cutscenes and voice acting... Build upon what Solasta I did best with great combat and customization, by adding new features like Weapon Masteries and multiclassing, while also really improving on the narrative and visual side too! RPGamer: How does the continent of Neokos differ from/expand the setting of the first game? Pierre & Emile: Neokos is a lot more exotic and mysterious! While the Badlands are post-apocalyptic wastelands filled with monsters where treasure-divers look for their next payday, Neokos is an ancient, isolated continent where mana flows freely, populated with both familiar faces and more esoteric natives. Be ready to face new threats and new foes, unlike anything you encountered in the first game!     RPGamer: Do you have a favourite new mechanic or feature? Pierre & Emile: The new world map is definitely a highlight of Solasta II. In Solasta I, you would only be able to travel from known locations to known locations on the map, with the only interaction being random combat encounters triggering while you traveled. In Solasta II, however, you now have full control over your movement on the world map! You can explore every tile if you wish, and random events are no longer limited to combat -- skill challenges, wandering merchants, and hidden locations are all out there for you to find. RPGamer: Are you planning to include the Custom Campaign feature from the previous game, and if so, how expansive is it? Pierre & Emile: We really, really, want to bring the Campaign Maker back in the future, but we can’t make any promises yet. It’s an incredibly complex tool to build, and our first priority is finishing Solasta II itself, but it’s definitely something we’d love to revisit when possible! RPGamer: How helpful was the Early Access process for the first game? Are there any lessons from it that you're looking to apply for Solasta II's Early Access? Pierre & Emile: The major reason behind Early Access is to get feedback from the community directly. Game development is not an exact science, and there are moments where we need input from our players directly to ensure our game can be as good as it can be when we release it in 1.0! Now, while it is great to work hand in hand with our community, Early Access does increase the amount of overall work as we constantly need to iterate, tweak, and stabilize existing stuff while also working on the remaining non-released content -- but we believe it to be worth it for the quality of the final game! --- RPGamer would like to extend our deepest thanks to Pierre Worgague and Emile Zhang for taking the time to answer our questions, as well as to Colby Tortorici and Tinsley PR for facilitating the interview. Those interested in seeing more of Solasta II can wishlist it now on Steam, as well as check out its demo version ahead of its Early Access launch early next year. The post Solasta II Interview appeared first on RPGamer.
rpgamer.com
November 6, 2025 at 3:17 PM
Reposted by Alex Fuller
RPGamer Round-Up: October 26 – November 2
RPGamer Round-Up: October 26 – November 2
Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.      --- Editorial Content * Dragon Quest I & II HD-2D Remake Review Square Enix released its remakes for the first two Dragon Quest titles to complete the Erdrick trilogy in HD-2D. Matt Masem reports that the bundle offers a worthwhile return to a pair of games that helped define future RPGs. * Cairn: Mathair’s Curse Review Ross McRitchie’s Cairn: Mathair’s Curse brings a Scottish flavour to the RPG sphere. Alex Fullers finds that an interesting story with plenty of heartfelt moments, some zany foes and situations, and a strong soundtrack make for a fun overall experience. * Cladun X3 Review Nippon Ichi Software’s Cladun X3 aims to provide a lot of customization to keep its action dungeon-crawling progression interesting. Ryan Costa finds it goes a bit too far with its options and not far enough with its efforts at balancing them. * Phantom Brigade 2.0 Interview Brace Yourself Games is bringing a version 2.0 overhaul to Phantom Brigade next month. RPGamer was able to chat with Aaron Gordon and Dakota Bosman-Kennedy about the free update to the mech tactics game.       --- Major News * Final Fantasy XIV Patch 7.4 Heads Into the Mist in December The latest Letter from the Producer presentation for MMORPG Final Fantasy XIV revealed Patch 7.4. Set to release mid-December, its contents and features include a likely appearance for an earlier series summon. * The Use of Life Fully Releasing in November Playism and Daraneko revealed a full release date for gamebook-style RPG The Use of Life. The game will exit Early Access after two and half years in late November. * Farnia Village Undergoing Kickstarter Campaign ManaGames launched a crowdfunding campaign for their upcoming life sim action RPG Farnia Village. The title is being developed for PC by the minds behind Rune Factory 3 and 4. * The Witch’s Bakery Coming to PC, Consoles in 2026 2D adventure sim RPG The Witch’s Bakery is set to open next year. Developer Sunny Lab and publisher Silver Lining Interactive announced that PS5 and Xbox Series X|S versions will join the previously-revealed PC and Switch releases. * Fuga: Melodies of Steel Trilogy Getting Physical Release As part of its LRG3 event, Limited Run Games announced a physical release for CyberConnect2’s Fuga: Melodies of Steel trilogy. Physical editions of all three games will be available next year. * Arknights: Endfield Beta Test II, PS5 Technical Test Announced Gryphline revealed that its Beta Test II for Arknights: Endfield will start at the end of November. The company also announced an upcoming PS5 Technical Test, released new media, and hosted a livestream showcasing new gameplay. * Calamity Angels: Special Delivery Arriving in February Idea Factory International announced a new western release date for Calamity Angels: Special Delivery. The turn-based package delivery RPG will release on PlayStation consoles and Switch in February. * Of Ash and Steel Slightly Delayed Of Ash and Steel has been delayed by a few weeks. The open-world action RPG is now set to launch on PC in late November. * Dark Quest 4 Releasing Next Week Turn-based tactical RPG Dark Quest 4 will launch on PC and consoles next week. The title, inspired by board games, tasks players with defeating an evil sorcerer, and lets them create their own quests.       Other News * Co-op Action RPG Triarchy Announced * Dark Deity 2 Arriving on PS5, Xbox Series X|S Next Week * Path of Exile: Keepers of the Flame Expansion Releasing This Week * Mount & Blade II: Bannerlord’s War Sails DLC Gets New November Date * Of Blades & Tails Coming to Nintendo Switch Next Month * Aeruta Full Release Date Announced * Cross Blitz Full Release Set for November * Duskpunk Launching Next Month * Descent of Lunaris Announced * Sigma Star Saga DX PC, Console Release Set for Early 2026 * Doki Monsters Quest Coming to Nintendo Switch * Cassette Boy Publisher and Release Window Announced * Cladun X3 Adds Ys, Trails, Further Collaborations * Starfinder: Aetherlight Introduces Preach Media and New Releases * Loulan: The Cursed Sand Gets First Media * Rue Valley Showcases Its Characters * Bylina Gets Gameplay Trailer * The Secret of Weepstone Gets New Trailer, Demo * Guild Wars 2: Visions of Eternity Expansion Out Now * New Release Round-Up (October 30, 2025) --- Podcasts * RPG Backtrack 347 – This Is Not a Drill! Warning! KEMCO Alert! Kemco RPGs have breached the Backtrack! The hazmat containment unit with Matt, Kelley, Robert, and Ryan C. has been called for clean-up. Be prepared for mediocrity, you have been warned. * Episode 417: The Gang Answers Questions – Q&A Quest * Episode 418: The Gang Catches Pokémon – Q&A Quest This week in Q&A Quest, the gang actually answers some questions. We also discuss Pokémon Legends: Z-A. * RPG Cast – Episode 791: “Wow, There Are Hamsters!!” Matt recounts the horrors of when seven liquid metal slimes showed up, and none of them ran, because they knew what they were doing. Kelley tells the tale of when Team Rocket went to pick up some pizza. Ryan’s Game Gear is somehow playing all his consoles. Andi learns it’s just a harvest, not a lifetime. The post RPGamer Round-Up: October 26 – November 2 appeared first on RPGamer.
rpgamer.com
November 2, 2025 at 4:01 PM
My review for Cairn: Mathair's Curse is up now, which is apparently my 199th (scored*) review at RPGamer.

rpgamer.com/review/cairn...

(*not counting Adventure Corners, Deep Looks, or other pseudoreviews)
Cairn: Mathair's Curse Review - RPGamer
Ross McRitchie's Cairn: Mathair's Curse brings a Scottish flavour to the RPG sphere. An interesting story with plenty of heartfelt moments, some zany foes and situations, and a strong soundtrack make ...
rpgamer.com
October 31, 2025 at 4:06 PM
Reposted by Alex Fuller
Cairn: Mathair’s Curse Review
Cairn: Mathair’s Curse Review
Whit's fur ye'll no go past ye Developer Ross McRitchie's Cairn: Mathair's Curse draws inspiration from retro RPGs and Scotland for an engaging turn-based adventure. While gameplay might not deviate very far from the classic template, its late 1980/early 1990s Alban setting works nicely with a well-paced and interesting story, backed up by a soundtrack that successfully infuses traditional Scottish sound into the SNES-style music. Its 25-to-30-hour runtime holds up nicely for a worthwhile experience. Cairn: Mathair's Curse takes place across just over a dozen chapters. The vast majority of these follow not-quite-silent protagonist Alex, a young boy hailing from Awnie Island. His mostly quiet life, albeit hounded by some strange dreams, is interrupted when a nefarious group infiltrates the island and ends up kidnapping some of those he holds dearest. Unable to carry on at home, he is brought to the mainland to help search for his missing loved ones, where his strange powers enable him to investigate mysterious and conspiratorial events involving a corrupting darkness. Other chapters introduce characters that later join up with Alex, while helping to further establish the overall plot and build up the conspiracies behind everything. [caption id="attachment_178677" align="aligncenter" width="640"] Don't make crazy election pledges you can't fulfill.[/caption] The game manages to hit a sweet spot of pulling on the strings, with plenty of heartfelt moments and emotional events, while also injecting a good amount of zaniness and fun into its proceedings, switching between the two as necessary but never in an immersion-breaking manner. There's plenty of personality to the main and supporting cast, making it easy to root for the protagonists in their ultimate quests to save the homes they find so dear. The Scottish touches are very welcome and go a long way to injecting plenty of character into the world, while the game's generally strong pacing ensures that the story is always progressing in one way or another. Most of the chapters take place around a particular location, though a number of towns and other major places are revisited. Each chapter usually comes with at least one decent-sized dungeon to explore, with a scattering of optional side quests to be found. The dungeons are well designed, with players rewarded for exploring with plenty of chests that provide useful consumable items, pieces of equipment, or items to progress side quests. There's a solid variation between the locations players visit to help keep things interesting, starting at the rural Awnie Island but swiftly moving to a snowy castle, cruise ship on the open water, an underground facility, and more. Combat is initiated by coming into contact with any of the enemies wandering around each area. Exiting and reentering an area will cause most of these encounters to respawn, which has both benefits and drawbacks. Certain early parts of the review playthrough provided some frustrating challenges, primarily due to the lack of healing resources in those moments, though the developer has since released an update to help balance this a bit better. Enemies always hit quite hard and require frequent use of skills to be able to take down. The most dangerous part is always the start of the fight when players are facing groups of enemies, so players will want to try and quickly whittle down or disable as many foes as they can. This means that players will always want to try and keep a steady supply of health and skill point-restoring items on hand, but individual battles are generally very well balanced and ensure players are kept on their toes without ever feeling unfair. [caption id="attachment_178678" align="aligncenter" width="640"] Players will encounter a wide variety of enemies in the game, most of whom can pack a punch despite perhaps being a chest of drawers.[/caption] The battle system sees a party of up to four taking on anywhere between one and eight enemies, with around three being the most common. Battles are divided into turns, with the order within each turn depending on each combatant's agility. On each character's turn, players choose the standard array of actions: attack, use a skill, defend, use an item, and attempt to flee, though the last option was by and large ineffective during the review playthrough. Each character has a health bar and a spirit meter, the latter used to perform skills, with defending having the bonus of slightly restoring both as well as providing an attack boost for the next turn. There are also various status effects to take advantage and beware of, with players introduced early on to the usefulness of stunning enemies to prevent their actions, as well as some enemy resistances and weaknesses, though nothing that fully nullifies damage or reflects it back. Cairn: Mathair's Curse operates with a standard experience point-based growth system. Each level-up grants characters an automatic boost to their stats, with various new skills also obtained automatically fairly frequently. There is some trade off in selecting equipment -- some provide more physical defense as opposed to spiritual defense, for example -- to give players some minor tactical options, though the differences might not be as dramatic as some might hope. Players are always able to find a decent cadence of upgrades for their characters, but nowhere near enough for it to ever become overwhelming, and the UI is straightforward and informational enough to make it easy to switch out equipment when desired. [caption id="attachment_178679" align="aligncenter" width="640"] There's a decent variety of locations to visit in the game's Scottish-inspired setting.[/caption] The music is easily one of Cairn: Mathair's Curse's strongest elements. It's very enjoyable throughout; the use of traditional Scottish instruments works excellently with the retro format of the music, going hand-in-hand with the pixel graphics. There are plenty of charming and engaging melodies that are easy to hum along to and simply enjoy on their own. Meanwhile, the visuals do their intended job, nicely evoking the SNES era without ever trying to do too much. All of the main characters are distinct with their sprite designs, and the party members all get a welcome, more detailed portrait in the main menu. A few small passages may be a little bit hidden, but overall locations are crisp and clear about where they need to go and what is available to explore, with plenty of little touches to help players keep track of how everything links up within them. Cairn: Mathair's Curse is a game that's well worth the time invested in it. While its gameplay might not push the boat out very far, it provides a solid foundation for an engaging storyline and entertaining setting. Heartfelt events, a good balance of zaniness and challenge, and a strong soundtrack ensure that those looking for another strong retro-styled RPG, or even just a fun RPG in general, are well catered for.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Cairn: Mathair’s Curse Review appeared first on RPGamer.
rpgamer.com
October 31, 2025 at 2:32 PM
I had a lot of fun listening to Dakota and Aaron talk about Phantom Brigade's upcoming 2.0 overhaul.

rpgamer.com/2025/10/phan...
Phantom Brigade 2.0 Interview - RPGamer
Brace Yourself Games is bringing a version 2.0 overhaul to Phantom Brigade next month. RPGamer was able to chat with Aaron Gordon and Dakota Bosman-Kennedy about the free update to the mech tactics ga...
rpgamer.com
October 28, 2025 at 9:52 PM
Reposted by Alex Fuller
Our team had the pleasure of talking to @rpgamer.com about our upcoming Phantom Brigade Update!

Check it out 🩵👇
Phantom Brigade 2.0 Interview
Phantom Brigade 2.0 Interview
Though mech tactics title Phantom Brigade released in February 2023, the team at Brace Yourself Games is far from done with it. Earlier this month, it announced a free version 2.0 that, among other things, includes an overhaul of its pilot systems and campaign. RPGamer was given the opportunity to chat with Brace Yourself Games's Aaron Gordon and Dakota Bosman-Kennedy about the 2.0 update and how the game's community has played a significant role in its creation. Responses have been transcribed and lightly edited for clarity. --- Alex Fuller (RPGamer): Can you introduce yourselves and your roles in the team? Aaron Gordon: My name is Aaron Gordon; I'm the Game Design Director at Brace Yourself Games and I've been working with the Phantom Brigade team for the last six months, embedded with the team for the 2.0 launch. Dakota Bosman-Kennedy: I'm Dakota, I'm the Designer with Phantom Brigade and I've been on this project for a year and a half now. Working on the 2.0 version has been so exciting and such an opportunity to do so many good things that I've been looking forward to on Phantom for a long time. RPGamer: What made you decide to go for a version 2.0 overhaul of the game as opposed to moving onto another project? Dakota: With the way Phantom Brigade was at launch, we knew it was a strong game with a really good core concept, but we felt like we could push it a little further to get more out of it. It felt to us like the best choice was to double down on getting Phantom to the exact dream point that we wanted, and so it made the most sense to go for that rather than starting on a new project. RPGamer: What were the primary goals you were aiming to achieve with the 2.0 version? Dakota: So the main goals that we want are hitting player expectations on what they want from a mech tactics game. For me, one of the highest priorities was getting pilots to where players want them to be, getting a good robust system that feels exciting, makes you want to play further, level them up, and get your strongest pilots out. Aaron: We aligned as a team on this; previously, the team has worked with the community on quality-on-life features, the boss update, and more missions and scenarios. For 2.0, we looked at what we could do and where we could go to ground for a little bit longer to make some really fundamental and robust changes to some core systems, so that we can elevate core combat and elevate or streamline all of the other features that make Phantom great. Some big feedback we got on the 1.0 launch is that players wanted more variety and optionality. We really took a look at our core systems to see how we could ensure that players get the variety they're expecting, how we can present them with different scenarios at every opportunity, and how we can add new maps, scenarios, and content to the game to ensure that players are incentivised to change up their mechs or strategies and do that awesome build-crafting. Dakota will definitely talk about the in-depth balancing we've been doing, but there's no better time to get into Phantom now that we've established there are different ways to play, and the weapons all have a unique feel to them. We also improved new player guidance as well, we wanted to make sure we tutorialised our systems robustly and get you into the action as quickly as possible so we don't just give you walls of text. RPGamer: How much has fan feedback influenced the changes and additions in the version 2.0 update? Dakota: Oh, a lot of it. We have such an incredibly core fanbase that we're talking to all the time. They're always giving us great feedback; people often use the in-game bug report to send us feedback. We're collecting it from everywhere and read all of it. It's helped us really shape the update in general; obviously the team has thoughts and ideas on what we'd like to do with the game, but using the fan feedback gives us a really good razor to cut through and say "this idea lines up with everything that we're seeing people saying, so let's go ahead and implement it". And sometimes we get brand new ideas from people and go "That's right! This would be amazing in the game, we could implement that easily, let's do that". It's a beautiful process, and I'm always looking forward to seeing what people say. I often find that because of how dedicated and how much love there is for the genre within the fanbase, even negative feedback will often have those good points, as maybe you're frustrated because this thing isn't what you want it to be, but you've told me what you need for it to be that, so I can take it and turn it into the thing that you're looking for. It almost feels hand-in-hand sometimes with the way their influence shapes our development. Aaron: Sometimes me and Dakota will be having a design discussion and go "oh, that sounds cool, I remember someone in the Discord had a similar idea". Then we'll go back and check it and go "yeah, that sounds better, let's do that". Or we'll just post a question to our Discord player base and they'll answer us. Dakota, can you think of any specific example that's come through? Dakota: Oh, you've put me on the spot. Some players were discussing some of the different weapons and saying it would be neat if it had an extra status ability to it. I was like "you're right, that would be neat", and so that's something we've taken on and are going to create a separate weapon based off that because it allows us to create a new way for an existing weapon to work and give it a new function in our ecosystem. RPGamer: Can you talk about the current team and how you work together? Dakota: The core team of Pavel (Efimov), Artyom (Zuev), and I seem to work really well iteratively. A lot of our designs and systems will have some general ideas, then we'll beat them up together. Because we all have specialised knowledge within the game, it gives us a perspective from say programming, design, and art to come together and see where the holes might be and where we can fill them or put something else in to make it work. From there, we can implement and do some playtesting, then talk to each other about it and say "this didn't feel so good, maybe make this do more damage or give this more health". Everyone has a shared vision of what we want for the game -- we just work together and almost interlace on the streams of thought that we have into one cohesive thing that comes out as the end project. Aaron: To expand on my perspective supporting the core team of three developers over the last few months, what I've seen is the huge amount of trust they have with each other. Dakota is the design specialist and he knows the game inside-out; any weapon stat, any mech behaviour, he knows it. We also have a lead engineer and a lead artist, together we're all goal-oriented and working against the problem. We'll be playing one of our new breakthrough missions, for example, and doing a review together and going "it's not quite clicking here". We're not a proscriptive team, there's nobody at the top saying "we're doing exactly this"; often we'll go away and come back in a few days to review it, and everyone in their own discipline will come to the table with the best way they can solve that problem, such as making weak points more obvious or adding UI elements. RPGamer: What are the challenges in being able to balance numerous systems and enabling players to come up with different strategies to use? Dakota: There's a lot of them! To me, the one that always stands out the most and that I'm trying to keep in mind is ensuring weapons feel exciting and good to use -- fulfilling the power fantasy that you're going for, but at the same time making sure that when the enemy is using it, it's not frustrating. As a player, I love to one-shot something with a sniper rifle, but I hate it when someone one-shots me with a sniper rifle! Having added pilots and pilot traits provides one of the best tools we've had to offset that. We have weapons that are evenly balanced across things, but the pilot modifier that can increase their power is something that the player has access to and we don't have the AI always having access to is something we can use to shift that balance out. Otherwise, because Phantom is such a big game and there are so many systems, every once in a while we'll come across something where we go "let's make this set of missile launchers medium range", but it will have a knock-on effect somewhere else where it'll be "I've just broken this squad preset over here as they were relying on missile launchers being a different range". There's often knock-on effects we have to look for when changing things; it's just a part of a project at this point. The more you go through and the more times you hit it, it becomes easier to foresee where you're going to hit knock-on effects, but it's always an extra challenge. Aaron: This is the benefit of having a small team. We want there to be loads of interloping systems, but often the thing that someone will ask for is not actually the thing that they want, myself included most of the time. Often, I'll be playing with Dakota and I'll suggest something like upping missile launch damage, and I'll see Dakota go into his mind palace for a few seconds and go "I know what's wrong". Then he'll explain that it's not the damage that's wrong, it's something to do with the range. Half of that has gone over my head, but Dakota has the ability to go and make the ten small, interconnected changes needed to support that change. Then a couple of days later I'll be able to say that missile launchers feel way better than before. RPGamer: How do you go about designing weapons, do you start with a simple "I want X" or try and identify tactical holes that can be filled? Dakota: At this stage in the project, my starting point is to identify all the weapons we have and see what role or interesting function is missing. From there, I'll spec out a design on paper, write out some thoughts on damage, range, status damage, or anything, and then pass it out to the team to beat it up and identify problems or holes. Artyom might say "this will make it hard to implement, but if you do it this way you can still achieve the same thing". Once we get the overall OK from there, I can start implementing within the game. I'll do some local testing to see if what I thought on paper translates correctly to the game, then I'll disperse it to everyone else to try playing around with. Once everyone is on board, then it's signed off and good to go! Aaron: We start off with something called user stories for a lot of our design. Rather than starting with "I want a sniper rifle that does 300 damage", we start asking what is the user experience that we want the player to have. That is fuelled a lot by our community, where we'll translate their requests into a user story. Then we'll look at our toolkit to see what we weapons we can create to meet that user experience, but we'll always come back to the user story to see if comes back to meet that. We're often surprised by what solutions we come up with, just because we keep focus on the user story and don't get distracted of the initial idea like "I want a flamethrower" by asking "do you really want a flamethrower, or do you want to inflict a burn status effect to lots of enemies in a cone around you?", as an example. RPGamer: Can you talk about the new pilot elements and what they bring to the game? Dakota: In general, pilots in Phantom Brigade have been half of the mech. The mech is the unit that's doing stuff, and the pilot is the person operating it. In the current release, they don't have as much of an impact; they have varied health bars but that's the main differences between them. What we're aiming for now, and what we've implemented, is that each pilot is a huge force multiplier to the mech, and if you slot one into the right mech, it's like night and day. If you put your close-range pilot in your sniper mech, it's not going to be the same as if you put your sniper pilot in the sniper mech; you'll feel the difference. With that, it's going to let players push mechs further. One of my favourite aspects of mech editing and build-crafting in Phantom is using the modules to push whatever stats the mech has even further. I like having the new pilots, because then it gives you something extra. Previously, you wanted to use modules to get as much cooldown or heat dissipation as you could get, but with pilots, you can have one whose whole thing gives them huge amount of heat dissipation, and now you can invest in damage modules so the mech is dealing all of the damage, while the pilot is what's giving me the cooldown to do that damage consistently. It gives the players extra room to make more pieces of equipment feel more valuable. One of the player feedbacks we frequently get is that heavy mechs don't feel good to use, so one of the things I've tried to target is using pilots and their traits to also make heavy mechs feel better. My heavy mech might be slow and clunky, but if you put the right pilot in, suddenly it's running as fast as a medium mech, but it has the health to go with it. It's really exciting to me how much more build-crafting gets opened up with pilots. Active abilities can now depend on who you have slotted in your mech; you're going to have new combat abilities like sprint, be able to do more damage, or remove the need to build up heat when using weapons. It's giving such a wide breadth to the gameplay options available to players. Aaron: What we've also done is a system of pilot fatigue and pilot traumas, where if you don't perform well in battle, pilots can get negative or other quirkier effects, which can actually be advantageous if used the right way. But it encourages the players to recruit more pilots and have a roster that includes A-teams, B-teams, and backups. We want players to feel like they can put a level-1 engineer and it'll do fine, but to be excited for their sharpshooter to recover in time for the region boss. One of the big pieces of feedback we got from 1.0 is that after you get a good setup with your mechs, there's not a lot of reason to switch. While that feels awesome for a bit, there's so much more in the toolkit that we want players to be experiencing. Now, because pilots might get fatigue or trauma (or die if they get knocked out continuously), we have a rotation where players can spec their mechs for different pilots. I'm definitely spending way more time on the build screen planning for battles, and we've found that mech fans love that. RPGamer: Can you talk about the changes to the campaign and how you've tried to make it work more to the game's strengths? Dakota: From the beginning, we took a look at the campaign structure. The big thing for me was that I liked the old overworld map. It had a ton of provinces and told you that there's this huge campaign ahead of you, but from a design perspective, it was unfortunately kind of limiting. Because the player could go anywhere, it was really hard to say that a player would be here or at this level, and it was hard to build a structure around. We took a step back and realised that roaming around the provinces was what was really cool and interesting; for example, there is a mission over here: how do I get there fast and what's the best way to move myself around and avoid patrols? We wanted to keep that aspect but also elevate it. Instead of having a giant map that's all interconnected, having one province at a time lets us really make bespoke landscapes that look incredible and are interesting to traverse. It's not just one same topography; there are hills and mountains, there are inaccessible areas you have to drive around and plan for, while planning for what your next mission is going to be as well as which mission you might want to take after that. It gave us a lot of opportunity to expand on that and make it a really interesting and integral part of the gameplay loop. From there, having the connected provinces lets us set up more of a structure in terms of a distinct early, mid, and late game that you can feel progression through. The difficulty ramps up in a way that feels intentional and overall lets us go in a direction that gives the player a good unique experience throughout while not taking away the agency of letting you pick where you want to go. You finish a province, then pick the next one you want to take on. Is it one that has harder enemies but better loot, or an easier province where you'll take less damage or won't risk traumatising your pilots? We're still giving players that level of control and choice while putting it in a more structured frame that gives them a good, interesting experience for each province that you hit. Aaron: One of our guiding principles has been "perceivable variety", and we use that phrase every day. While in previous iterations of the game, this variety did exist, but it would be in the nitty-gritty of stats, but to a player breezing through it wouldn't feel as different. As Dakota said, splitting it up into chunks means that we can really push those differences, and Dakota's been working really hard on different factions such as the army, reserves, spec-ops, and experimental factions. Each of these has exclusive weapons and strategies; if you're taking on the spec-ops, they'll deal a lot of pilot damage to you. If you go into the campaign map, you'll be able to think that you'll need to invest in more heavy mechs before taking on the spec-ops, so you get more flavours of choice. Also, splitting up the campaign like this has allowed us to invest in what we've called the mission director system. Some fair feedback we got was that mid-game resulted in repeated things and missions popping up over and over again. Now we have more defined early, mid, and late game, we can really show that difference, and the mission director system means that if you've done an assassination mission, you won't get one for the next little while and will make sure to serve up new content. RPGamer: Are there any lower-key additions that have surprised you or that you're particularly excited to share? Aaron: The improvements to the salvage screen that we have made. After a mission, players had loads of salvage to go through and there wasn't an easy way to compare it to the parts you already have. We were talking to our programmer and saying it would be a great way to compare your rewards to the loot you already have. He said to leave it with him and came back a week later saying he had used all his toolkit to make it better and let you compare equipment. I initially replied saying that was neat, but I was very surprised how transformative that makes the game feel. Because you have a salvage budget, you have to make choices about your salvage after every mission, and this makes it really easy to make informed decisions on what you take. Dakota: I know exactly what you mean, I was like "cool, cool", but then I saw it in game, and was like "oh, this is gooooood, this is what we want!". I think for me, the other one is being able to see the squads that are in a combat mission from the overworld. When I'm picking my missions, I can see that this might be a close-range charger squad and knowing that I can bring out my long-range weapons so they can't touch me. Previously, you had to go in a guess what might be there, so having the information makes picking and prepping for a mission so much easier. RPGamer: Can you talk a bit about the community and how pleased you are that you've been able to cultivate that close feedback loop? Dakota: I can't state it enough: it's so wonderful to get the broad consistent feedback from a big group of dedicated people that are so willing to dive into their thoughts. There's been times where somebody will be like "I want X", and I'm like "cool, but what do mean by that?", and they'll really dig in and explain the things that they want based on these games and experiences. It gives me such a broad amount of info where I can take it and do something with it. Being able to just chat with them and have good conversations has been a lovely experience, it's so good. I've been in different game communities as a player myself, and being on the other end, I know how exciting it was to get to talk to developers, and being able to help facilitate that and help grow the community is joyous. Aaron: At Brace Yourself Games, one of the big things we're trying to do with all of our games is engage the community and be as transparent as possible. It's led to such an improvement on all of our games. From our recent release Rift of the NecroDancer, for six months we were working with the community constantly to get feedback. And also, when they let us know what they don't like, we get the chance to address it before the game launches or we have a better chance to frame expectations around something. We don't have to release a game and bite your fingernails hoping they like it, because we know they like it, and we are able to prepare hot-fixes and patches ahead of time. Since we've been sharing updates about the 2.0 launch, we've been really humbled by the community's response. One of the strengths of being a small studio is that we can have that transparency and community engagement. RPGamer: Is there anything else you wanted to cover about the update? Aaron: One thing I do want to cover is that the scope of this update is so huge that we called it 2.0 specifically because we kept on playing it internally and saying that it feels like a brand-new game. We really wanted to set expectations that it's not just another update -- it's a fundamental transformation of everything you loved about Phantom Brigade. It's doubling down on what made it great, we've touched almost every system in the game, every aspect has been streamlined or worked on, and just we're really excited get it out to players. Dakota: Obviously, I want time to work on this to make it as good as possible. But also, every time I'm playtesting, I'm so excited for the players to get this. --- RPGamer would like to extend our thanks to Aaron Gordon and Dakota Bosman-Kennedy for taking the time to answer our questions about Phantom Brigade's upcoming 2.0 update. The update will release on November 19, 2025, with the game currently available for PC via Steam and the Epic Games Store. The post Phantom Brigade 2.0 Interview appeared first on RPGamer.
rpgamer.com
October 28, 2025 at 5:53 PM
Reposted by Alex Fuller
Phantom Brigade 2.0 Interview
Phantom Brigade 2.0 Interview
Though mech tactics title Phantom Brigade released in February 2023, the team at Brace Yourself Games is far from done with it. Earlier this month, it announced a free version 2.0 that, among other things, includes an overhaul of its pilot systems and campaign. RPGamer was given the opportunity to chat with Brace Yourself Games's Aaron Gordon and Dakota Bosman-Kennedy about the 2.0 update and how the game's community has played a significant role in its creation. Responses have been transcribed and lightly edited for clarity. --- Alex Fuller (RPGamer): Can you introduce yourselves and your roles in the team? Aaron Gordon: My name is Aaron Gordon; I'm the Game Design Director at Brace Yourself Games and I've been working with the Phantom Brigade team for the last six months, embedded with the team for the 2.0 launch. Dakota Bosman-Kennedy: I'm Dakota, I'm the Designer with Phantom Brigade and I've been on this project for a year and a half now. Working on the 2.0 version has been so exciting and such an opportunity to do so many good things that I've been looking forward to on Phantom for a long time. RPGamer: What made you decide to go for a version 2.0 overhaul of the game as opposed to moving onto another project? Dakota: With the way Phantom Brigade was at launch, we knew it was a strong game with a really good core concept, but we felt like we could push it a little further to get more out of it. It felt to us like the best choice was to double down on getting Phantom to the exact dream point that we wanted, and so it made the most sense to go for that rather than starting on a new project. RPGamer: What were the primary goals you were aiming to achieve with the 2.0 version? Dakota: So the main goals that we want are hitting player expectations on what they want from a mech tactics game. For me, one of the highest priorities was getting pilots to where players want them to be, getting a good robust system that feels exciting, makes you want to play further, level them up, and get your strongest pilots out. Aaron: We aligned as a team on this; previously, the team has worked with the community on quality-on-life features, the boss update, and more missions and scenarios. For 2.0, we looked at what we could do and where we could go to ground for a little bit longer to make some really fundamental and robust changes to some core systems, so that we can elevate core combat and elevate or streamline all of the other features that make Phantom great. Some big feedback we got on the 1.0 launch is that players wanted more variety and optionality. We really took a look at our core systems to see how we could ensure that players get the variety they're expecting, how we can present them with different scenarios at every opportunity, and how we can add new maps, scenarios, and content to the game to ensure that players are incentivised to change up their mechs or strategies and do that awesome build-crafting. Dakota will definitely talk about the in-depth balancing we've been doing, but there's no better time to get into Phantom now that we've established there are different ways to play, and the weapons all have a unique feel to them. We also improved new player guidance as well, we wanted to make sure we tutorialised our systems robustly and get you into the action as quickly as possible so we don't just give you walls of text. RPGamer: How much has fan feedback influenced the changes and additions in the version 2.0 update? Dakota: Oh, a lot of it. We have such an incredibly core fanbase that we're talking to all the time. They're always giving us great feedback; people often use the in-game bug report to send us feedback. We're collecting it from everywhere and read all of it. It's helped us really shape the update in general; obviously the team has thoughts and ideas on what we'd like to do with the game, but using the fan feedback gives us a really good razor to cut through and say "this idea lines up with everything that we're seeing people saying, so let's go ahead and implement it". And sometimes we get brand new ideas from people and go "That's right! This would be amazing in the game, we could implement that easily, let's do that". It's a beautiful process, and I'm always looking forward to seeing what people say. I often find that because of how dedicated and how much love there is for the genre within the fanbase, even negative feedback will often have those good points, as maybe you're frustrated because this thing isn't what you want it to be, but you've told me what you need for it to be that, so I can take it and turn it into the thing that you're looking for. It almost feels hand-in-hand sometimes with the way their influence shapes our development. Aaron: Sometimes me and Dakota will be having a design discussion and go "oh, that sounds cool, I remember someone in the Discord had a similar idea". Then we'll go back and check it and go "yeah, that sounds better, let's do that". Or we'll just post a question to our Discord player base and they'll answer us. Dakota, can you think of any specific example that's come through? Dakota: Oh, you've put me on the spot. Some players were discussing some of the different weapons and saying it would be neat if it had an extra status ability to it. I was like "you're right, that would be neat", and so that's something we've taken on and are going to create a separate weapon based off that because it allows us to create a new way for an existing weapon to work and give it a new function in our ecosystem. RPGamer: Can you talk about the current team and how you work together? Dakota: The core team of Pavel (Efimov), Artyom (Zuev), and I seem to work really well iteratively. A lot of our designs and systems will have some general ideas, then we'll beat them up together. Because we all have specialised knowledge within the game, it gives us a perspective from say programming, design, and art to come together and see where the holes might be and where we can fill them or put something else in to make it work. From there, we can implement and do some playtesting, then talk to each other about it and say "this didn't feel so good, maybe make this do more damage or give this more health". Everyone has a shared vision of what we want for the game -- we just work together and almost interlace on the streams of thought that we have into one cohesive thing that comes out as the end project. Aaron: To expand on my perspective supporting the core team of three developers over the last few months, what I've seen is the huge amount of trust they have with each other. Dakota is the design specialist and he knows the game inside-out; any weapon stat, any mech behaviour, he knows it. We also have a lead engineer and a lead artist, together we're all goal-oriented and working against the problem. We'll be playing one of our new breakthrough missions, for example, and doing a review together and going "it's not quite clicking here". We're not a proscriptive team, there's nobody at the top saying "we're doing exactly this"; often we'll go away and come back in a few days to review it, and everyone in their own discipline will come to the table with the best way they can solve that problem, such as making weak points more obvious or adding UI elements. RPGamer: What are the challenges in being able to balance numerous systems and enabling players to come up with different strategies to use? Dakota: There's a lot of them! To me, the one that always stands out the most and that I'm trying to keep in mind is ensuring weapons feel exciting and good to use -- fulfilling the power fantasy that you're going for, but at the same time making sure that when the enemy is using it, it's not frustrating. As a player, I love to one-shot something with a sniper rifle, but I hate it when someone one-shots me with a sniper rifle! Having added pilots and pilot traits provides one of the best tools we've had to offset that. We have weapons that are evenly balanced across things, but the pilot modifier that can increase their power is something that the player has access to and we don't have the AI always having access to is something we can use to shift that balance out. Otherwise, because Phantom is such a big game and there are so many systems, every once in a while we'll come across something where we go "let's make this set of missile launchers medium range", but it will have a knock-on effect somewhere else where it'll be "I've just broken this squad preset over here as they were relying on missile launchers being a different range". There's often knock-on effects we have to look for when changing things; it's just a part of a project at this point. The more you go through and the more times you hit it, it becomes easier to foresee where you're going to hit knock-on effects, but it's always an extra challenge. Aaron: This is the benefit of having a small team. We want there to be loads of interloping systems, but often the thing that someone will ask for is not actually the thing that they want, myself included most of the time. Often, I'll be playing with Dakota and I'll suggest something like upping missile launch damage, and I'll see Dakota go into his mind palace for a few seconds and go "I know what's wrong". Then he'll explain that it's not the damage that's wrong, it's something to do with the range. Half of that has gone over my head, but Dakota has the ability to go and make the ten small, interconnected changes needed to support that change. Then a couple of days later I'll be able to say that missile launchers feel way better than before. RPGamer: How do you go about designing weapons, do you start with a simple "I want X" or try and identify tactical holes that can be filled? Dakota: At this stage in the project, my starting point is to identify all the weapons we have and see what role or interesting function is missing. From there, I'll spec out a design on paper, write out some thoughts on damage, range, status damage, or anything, and then pass it out to the team to beat it up and identify problems or holes. Artyom might say "this will make it hard to implement, but if you do it this way you can still achieve the same thing". Once we get the overall OK from there, I can start implementing within the game. I'll do some local testing to see if what I thought on paper translates correctly to the game, then I'll disperse it to everyone else to try playing around with. Once everyone is on board, then it's signed off and good to go! Aaron: We start off with something called user stories for a lot of our design. Rather than starting with "I want a sniper rifle that does 300 damage", we start asking what is the user experience that we want the player to have. That is fuelled a lot by our community, where we'll translate their requests into a user story. Then we'll look at our toolkit to see what we weapons we can create to meet that user experience, but we'll always come back to the user story to see if comes back to meet that. We're often surprised by what solutions we come up with, just because we keep focus on the user story and don't get distracted of the initial idea like "I want a flamethrower" by asking "do you really want a flamethrower, or do you want to inflict a burn status effect to lots of enemies in a cone around you?", as an example. RPGamer: Can you talk about the new pilot elements and what they bring to the game? Dakota: In general, pilots in Phantom Brigade have been half of the mech. The mech is the unit that's doing stuff, and the pilot is the person operating it. In the current release, they don't have as much of an impact; they have varied health bars but that's the main differences between them. What we're aiming for now, and what we've implemented, is that each pilot is a huge force multiplier to the mech, and if you slot one into the right mech, it's like night and day. If you put your close-range pilot in your sniper mech, it's not going to be the same as if you put your sniper pilot in the sniper mech; you'll feel the difference. With that, it's going to let players push mechs further. One of my favourite aspects of mech editing and build-crafting in Phantom is using the modules to push whatever stats the mech has even further. I like having the new pilots, because then it gives you something extra. Previously, you wanted to use modules to get as much cooldown or heat dissipation as you could get, but with pilots, you can have one whose whole thing gives them huge amount of heat dissipation, and now you can invest in damage modules so the mech is dealing all of the damage, while the pilot is what's giving me the cooldown to do that damage consistently. It gives the players extra room to make more pieces of equipment feel more valuable. One of the player feedbacks we frequently get is that heavy mechs don't feel good to use, so one of the things I've tried to target is using pilots and their traits to also make heavy mechs feel better. My heavy mech might be slow and clunky, but if you put the right pilot in, suddenly it's running as fast as a medium mech, but it has the health to go with it. It's really exciting to me how much more build-crafting gets opened up with pilots. Active abilities can now depend on who you have slotted in your mech; you're going to have new combat abilities like sprint, be able to do more damage, or remove the need to build up heat when using weapons. It's giving such a wide breadth to the gameplay options available to players. Aaron: What we've also done is a system of pilot fatigue and pilot traumas, where if you don't perform well in battle, pilots can get negative or other quirkier effects, which can actually be advantageous if used the right way. But it encourages the players to recruit more pilots and have a roster that includes A-teams, B-teams, and backups. We want players to feel like they can put a level-1 engineer and it'll do fine, but to be excited for their sharpshooter to recover in time for the region boss. One of the big pieces of feedback we got from 1.0 is that after you get a good setup with your mechs, there's not a lot of reason to switch. While that feels awesome for a bit, there's so much more in the toolkit that we want players to be experiencing. Now, because pilots might get fatigue or trauma (or die if they get knocked out continuously), we have a rotation where players can spec their mechs for different pilots. I'm definitely spending way more time on the build screen planning for battles, and we've found that mech fans love that. RPGamer: Can you talk about the changes to the campaign and how you've tried to make it work more to the game's strengths? Dakota: From the beginning, we took a look at the campaign structure. The big thing for me was that I liked the old overworld map. It had a ton of provinces and told you that there's this huge campaign ahead of you, but from a design perspective, it was unfortunately kind of limiting. Because the player could go anywhere, it was really hard to say that a player would be here or at this level, and it was hard to build a structure around. We took a step back and realised that roaming around the provinces was what was really cool and interesting; for example, there is a mission over here: how do I get there fast and what's the best way to move myself around and avoid patrols? We wanted to keep that aspect but also elevate it. Instead of having a giant map that's all interconnected, having one province at a time lets us really make bespoke landscapes that look incredible and are interesting to traverse. It's not just one same topography; there are hills and mountains, there are inaccessible areas you have to drive around and plan for, while planning for what your next mission is going to be as well as which mission you might want to take after that. It gave us a lot of opportunity to expand on that and make it a really interesting and integral part of the gameplay loop. From there, having the connected provinces lets us set up more of a structure in terms of a distinct early, mid, and late game that you can feel progression through. The difficulty ramps up in a way that feels intentional and overall lets us go in a direction that gives the player a good unique experience throughout while not taking away the agency of letting you pick where you want to go. You finish a province, then pick the next one you want to take on. Is it one that has harder enemies but better loot, or an easier province where you'll take less damage or won't risk traumatising your pilots? We're still giving players that level of control and choice while putting it in a more structured frame that gives them a good, interesting experience for each province that you hit. Aaron: One of our guiding principles has been "perceivable variety", and we use that phrase every day. While in previous iterations of the game, this variety did exist, but it would be in the nitty-gritty of stats, but to a player breezing through it wouldn't feel as different. As Dakota said, splitting it up into chunks means that we can really push those differences, and Dakota's been working really hard on different factions such as the army, reserves, spec-ops, and experimental factions. Each of these has exclusive weapons and strategies; if you're taking on the spec-ops, they'll deal a lot of pilot damage to you. If you go into the campaign map, you'll be able to think that you'll need to invest in more heavy mechs before taking on the spec-ops, so you get more flavours of choice. Also, splitting up the campaign like this has allowed us to invest in what we've called the mission director system. Some fair feedback we got was that mid-game resulted in repeated things and missions popping up over and over again. Now we have more defined early, mid, and late game, we can really show that difference, and the mission director system means that if you've done an assassination mission, you won't get one for the next little while and will make sure to serve up new content. RPGamer: Are there any lower-key additions that have surprised you or that you're particularly excited to share? Aaron: The improvements to the salvage screen that we have made. After a mission, players had loads of salvage to go through and there wasn't an easy way to compare it to the parts you already have. We were talking to our programmer and saying it would be a great way to compare your rewards to the loot you already have. He said to leave it with him and came back a week later saying he had used all his toolkit to make it better and let you compare equipment. I initially replied saying that was neat, but I was very surprised how transformative that makes the game feel. Because you have a salvage budget, you have to make choices about your salvage after every mission, and this makes it really easy to make informed decisions on what you take. Dakota: I know exactly what you mean, I was like "cool, cool", but then I saw it in game, and was like "oh, this is gooooood, this is what we want!". I think for me, the other one is being able to see the squads that are in a combat mission from the overworld. When I'm picking my missions, I can see that this might be a close-range charger squad and knowing that I can bring out my long-range weapons so they can't touch me. Previously, you had to go in a guess what might be there, so having the information makes picking and prepping for a mission so much easier. RPGamer: Can you talk a bit about the community and how pleased you are that you've been able to cultivate that close feedback loop? Dakota: I can't state it enough: it's so wonderful to get the broad consistent feedback from a big group of dedicated people that are so willing to dive into their thoughts. There's been times where somebody will be like "I want X", and I'm like "cool, but what do mean by that?", and they'll really dig in and explain the things that they want based on these games and experiences. It gives me such a broad amount of info where I can take it and do something with it. Being able to just chat with them and have good conversations has been a lovely experience, it's so good. I've been in different game communities as a player myself, and being on the other end, I know how exciting it was to get to talk to developers, and being able to help facilitate that and help grow the community is joyous. Aaron: At Brace Yourself Games, one of the big things we're trying to do with all of our games is engage the community and be as transparent as possible. It's led to such an improvement on all of our games. From our recent release Rift of the NecroDancer, for six months we were working with the community constantly to get feedback. And also, when they let us know what they don't like, we get the chance to address it before the game launches or we have a better chance to frame expectations around something. We don't have to release a game and bite your fingernails hoping they like it, because we know they like it, and we are able to prepare hot-fixes and patches ahead of time. Since we've been sharing updates about the 2.0 launch, we've been really humbled by the community's response. One of the strengths of being a small studio is that we can have that transparency and community engagement. RPGamer: Is there anything else you wanted to cover about the update? Aaron: One thing I do want to cover is that the scope of this update is so huge that we called it 2.0 specifically because we kept on playing it internally and saying that it feels like a brand-new game. We really wanted to set expectations that it's not just another update -- it's a fundamental transformation of everything you loved about Phantom Brigade. It's doubling down on what made it great, we've touched almost every system in the game, every aspect has been streamlined or worked on, and just we're really excited get it out to players. Dakota: Obviously, I want time to work on this to make it as good as possible. But also, every time I'm playtesting, I'm so excited for the players to get this. --- RPGamer would like to extend our thanks to Aaron Gordon and Dakota Bosman-Kennedy for taking the time to answer our questions about Phantom Brigade's upcoming 2.0 update. The update will release on November 19, 2025, with the game currently available for PC via Steam and the Epic Games Store. The post Phantom Brigade 2.0 Interview appeared first on RPGamer.
rpgamer.com
October 28, 2025 at 2:42 PM
Reposted by Alex Fuller
So, in two weeks @extralife4kids.bsky.social is coming up and I will do my long stream again for @rpgamer.com. But I am looking for games. I would like to see how many short indie games I can finish in nine hours. Any suggestions!?
October 26, 2025 at 3:34 PM
Reposted by Alex Fuller
RPGamer Round-Up: October 19 – October 26
RPGamer Round-Up: October 19 – October 26
Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.      --- Editorial Content * The Outer Worlds 2 Review The Outer Worlds 2 offers some admirable design choices and a wider, more impressive scope. Unfortunately, Jordan McClain finds that it falls tonally flat, while numerous bugs and glitches weigh down the game’s ambition and central elements. * The Lonesome Guild Review Tiny Bull Studio’s The Lonesome Guild wears its themes of loneliness and community on its sleeve. Sam Wachter reports in spite of the game’s valuable and important themes, it struggles to back it up with its gameplay. * Wander Stars Review Sam Wachter also gives her thoughts on Wander Stars. The game offers '90s nostalgia with an intriguing battle system, though performance issues on the Switch hold it back from greatness. * Chained Echoes: Ashes of Elrant Deep Look Chained Echoes is a vibrant, retro-styled RPG that impressed with its intriguing combat system when it released in 2022. Pascal Tekaia finds that its Ashes of Elrant is a worthwhile addition to the overall package, even if the length of time to its release might cause some disconnects. * Shrine’s Legacy Deep Look Ezra Kinnell reports Shrine’s Legacy does an excellent job of echoing SNES-era RPGs. However, some design elements fail its otherwise compelling package.       --- Major News * Kingdom Come: Deliverance II’s Mysteria Ecclesiae Expansion Arriving in November Warhorse Studios and Deep Silver revealed the final planned story DLC for Kingdom Come: Deliverance II. Mysteria Ecclesiae sees Henry investigate a deadly disease in the Sedletz Monastery. * Open-World Action RPG Project TAL Announced WEMADE MAX and MADNGINE revealed open-world action RPG Project TAL. The game draws from the mythology and folklore of Korea’s traditional Tal masks. * Ariana and the Elder Codex Coming West Next Year Idea Factory International is bringing Ariana and the Elder Codex west next year. Previously reported as Magical Librarian Ariana: The Books of the Seven Heroes, the side-scrolling action RPG follows librarian Ariana inside a set of magical books. * Mouseward Announced Finite Reflection Studios announced it is developing Mouseward for PC. The Soulslike RPG follows a mouse royal guard brought back to life and tasked with restoring the kingdom he vowed to serve. * Splintered Fully Released on Steam Developer dotMake Studios has fully released Splintered on Steam after nearly half a year in Early Access. The turn-based RPG takes inspiration from randomisers for its time-bending adventure. * Kingdoms of the Dump Launching November 18 Roach Games revealed a firm date for turn-based RPG Kingdoms of the Dump. The game will arrive on Steam in just under a month. * Warhammer 40,000: Rogue Trader Switch 2 Date, Dark Heresy Alpha Date Announced Owlcat Games announced dates for its recent Warhammer 40,000 cRPG reveals. The Switch 2 version of Warhammer 40,000: Rogue Trader will launch in December, with the Alpha release of Warhammer 40,000: Dark Heresy following shortly after. * Enshrouded’s Wake of the Water Update Releasing in November Keen Games revealed that Enshrouded’s latest major Early Access update will release next month. The Wake of the Water update includes a combat overhaul and plenty of new water-related features.         Other News * Fallout 4: Anniversary Edition and Switch 2 Release, Fallout 76 Expansion Announced * Sea Fantasy Released on PS5 * Persona 3 Reload Update Adds Yumi Kawamura Songs * Successor Fully Releasing This Week * ClaDun X3 Gets Touhou Project Collaboration * Roguelike Deckbuilder Talespinner Gets Demo * Hark the Ghoul Receives New Demo * DunHero Coming to Nintendo Switch * System Shock Remake Coming to Nintendo Switch Consoles * Cloudheim Launching on Steam Early Access in December Media and New Releases * Dragon Quest I & II HD-2D Remake Gets Pre-Launch Media * Edge of Memories Highlights Its Story * Solasta II Gets New Trailer, Early 2026 Early Access Release * Inazuma Eleven: Victory Road Gets Final Set of Trailers * Hyrule Warriors: Age of Imprisonment Trailer Calls to Unite Against the Demon King * Rockbeasts Showcases Its Band Management * Demonschool Shows Horror Theme, Gameplay * New Release Round-Up (October 23, 2025) --- Podcasts * RPG Cast – Episode 790: “Game Freak Does What Square Don’t” Kelley spoils Power Wash Simulator. Josh tells us what happens when a mommy and daddy Chocobo love each other very much. Chris takes the subtone to get uptoown. The post RPGamer Round-Up: October 19 – October 26 appeared first on RPGamer.
rpgamer.com
October 26, 2025 at 1:17 PM
Reposted by Alex Fuller
Today is the 30th anniversary of Tactics Ogre: Let Us Cling Together's debut in Japan. Created by Yasumi Matsuno (later Final Fantasy Tactics and Final Fantasy XII), it originally released for Super Famicom before being ported to Saturn and PS1, on which it released in North America. #RPGanniversary
October 6, 2025 at 12:01 PM
Reposted by Alex Fuller
Absolutely devastated by this news. SpaceDrake was no doubt a huge influence in drumming up interest for Japanese indie games localized into English and pushing for them on digital distribution storefronts like steam. Huge loss. Might be time for another playthrough of Recettear in his honour.
September 25, 2025 at 8:47 PM
Reposted by Alex Fuller
Consume Me Review
Consume Me Review
Running on Empty High school is a time of drastic change. Ideally, it’s a period of growth where one is figuring out their personal style, navigating new social pressures, deciding what they want to do after graduation, and pretending that they have it all together. The reality, of course, is that high school is stressful, anxiety-inducing, and an uncomfortable time for physical and emotional growth. Jenny+AP's Consume Me is an exploration of the awkward teen phase that offers an important and eye-opening conversation about eating disorders and struggling with body dysmorphia. The game tackles difficult subject matters with aplomb while wearing its heart on its sleeve, albeit with a few flaws. The story begins with Jenny on summer vacation, ready to enjoy her well-earned summer. But when her mom points out that she has been gaining weight, Jenny becomes self-conscious of her appearance and begins to talk to herself in the mirror. Her reflection cruelly tells her that she’s looking a bit more round and hasn’t been taking care of herself, and suggests she go on a diet. Jenny begins her quest to slim down, learning about how to manage her weight, as well as work through her other obligations, such as chores and summer reading. As the game progresses through Jenny's life, more difficult challenges begin to weigh down on her, such as a long-distance relationship with her boyfriend, her school rival, and prepping for college. [caption id="attachment_176168" align="aligncenter" width="640"] The dread is real.[/caption] It's important to note that Consume Me's story is very uncomfortable, especially for anyone who has ever struggled with an eating disorder or fatphobia. However, how it is portrayed in the overall story feels realistic. The story unfolds in six chapters, each set at a different point in Jenny's life, and at no point does the narrative lose its momentum. This is largely because the writing does an amazing job of balancing the difficult subject matter with humour. Jenny is also a fantastically written character who players can relate to, especially in her struggle to find balance, her determination to succeed, and the anxiety that clouds her overall goals. Given that this is a semi-autobiographical story, the authenticity of Jenny's life experiences, her relationships with friends, family, and herself, is what keeps the story engaging from its simple beginnings to its emotional conclusion. Part of navigating Jenny's day comes in the form of her to-do list. There is a specific routine each day, and it will always include lunch and some free time. During lunch, players will have to play a fairly challenging version of food Tetris, where Jenny needs to fill in each hunger spot without overeating. What looks simple is anything but, as Jenny will be given three food items to slot in. Though the mouse controls can be a bit fiddly, food can be rotated, but not switched out, meaning the player has to hope and anticipate that the right food item will come along to fill the gap. Calories are referred to as "Bites," and each food item has a bite amount to help the player track how much food is on Jenny's plate. Since there is very little flexibility, it's surprisingly hard to make a perfect plate, as the random food gods are often not in the player's favour. While Jenny can feed her dog an item, such as a high-value treat like a cookie, it's still a matter of luck as to which foods will appear and if they will fit. Failing to get the perfect lunch will cause Jenny to still feel hungry, and going over her bite goal will cause her to feel too full, and not having a balanced diet can easily change the priority of the player’s day. [caption id="attachment_170754" align="aligncenter" width="640"] Food Tetris is hard.[/caption] Consume Me's systems are a challenging balancing act, as the player must find a way to manage Jenny's mood, energy, guts (how full she feels), and her bite intake. Exercise comes in the form of minigames, such as home aerobics or walking the dog. In the aerobics minigame, wherein Jenny moves like she is one of those inflatable waving arms one sees on the side of the road, players must match Jenny's hands and head to the perfect spot within a time limit. It's a minigame that is addictive and fun to play once the player has the rhythm. Similarly, if Jenny is walking her dog as a form of exercise, it will require the player to click different spots along the road to help Jenny collect cash, but also avoid stepping on bananas and dog poops. This game is a bit harder to navigate, as the dog likes to do its own thing, but much like the exercise minigame, once a rhythm is found, it becomes easier over time. There are also other activities Jenny can do in her free time, including her chores, such as cleaning the bathroom or folding laundry, both of which are fun. Folding laundry sees Jenny having to match the fold lines perfectly, while cleaning the bathroom requires her to make sure it is perfectly spotless using a toothbrush (which is made much easier by purchasing a sponge to use instead). If Jenny does her chores to the satisfaction of her strict mother, she gets quite the payout. A lot of the mandatory items in Jenny's to-do list require her to either make money or spend money, so getting used to doing chores becomes important to success. These minigames are the right level of challenge, though it does get repetitive doing the same thing over and over again. [caption id="attachment_176167" align="aligncenter" width="640"] She got moves like Gumby! She got the mooooooooves~[/caption] Although many of the minigames are repetitive, there are tons of benefits to doing them beyond just completing Jenny’s tasks. Performing tasks can net Jenny new outfits, each with unique bonuses to performing certain activities. For example, Jenny wearing her cleaning attire provides a bonus of being paid extra for doing her chores. During free time, Jenny has a certain amount of time to spend before the day ends, though as the game progresses, there are ways to add more time to the day, such as staying up late. Each task that Jenny performs takes a numerical amount of time, so it's important to pay attention and ensure that time is being used wisely, especially if she is over her bite count for the day. If Jenny goes past her two cheat days or fails her mandatory tasks, it's Game Over. Thankfully, Consume Me isn't cruel in this approach, as getting a game over allows the player to either go back a day or redo the whole chapter with a bonus, such as more energy, guts, or mood. Taking advantage of any bonus the game gives the player is a must, as it's easy for Jenny’s day to start well, only to have to pivot because she hasn’t eaten enough, or her mood and energy are low. Consume Me is a game about managing so many expectations at once, and it simulates life's stresses in a way that reminds one how easy it is to get overwhelmed. [caption id="attachment_170755" align="aligncenter" width="640"] There is too much to do and I am overwhelmed![/caption] Consume Me has a very distinct visual style, and one that truly fits the joy and chaos of teenage life. Cutscenes, particularly anytime Jenny and her mother are on screen together, are very expressive, doing a great job highlighting the absurdity of their day-to-day life. There is a great use of colour and animations pop off the screen in a truly delightful way that makes working through the story that much more intriguing. Players will want to see how Jenny's life changes, and the visuals do a lot to help complement the story and the gameplay, especially in later chapters where more drastic change occurs. The soundtrack is decent, with only a handful of tracks, and what's there does a decent job of accompanying the narrative and visuals. There is not a lot of voice acting, but what is there is chatter that is akin to adults talking in The Peanuts, and while that may not work in other games, it adds a lot of charm here. I have reviewed a ton of life-sim titles here at RPGamer, but I can say with certainty that Consume Me is a unique one. I found myself both completely invested in Jenny’s story, wanting to help her find success, and yelling at myself whenever I failed her goals. While the gameplay has some blemishes, the overall experience is as stressful as it is fun, especially in its short runtime of six hours to complete. Consume Me is a heartfelt look at personal struggles, finding courage, and finding compassion in a world obsessed with physical appearance. Consume Me is a difficult, hopeful experience worth playing, reminding anyone going through these motions that they are not alone.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Consume Me Review appeared first on RPGamer.
rpgamer.com
September 24, 2025 at 1:25 PM
Reposted by Alex Fuller
Reposted by Alex Fuller
After 7 years of development, we are excited that "Quartet" is out now!

A series of train robberies. A mysterious deck of cards. A fleet of deadly airships. An accidental mage. Choose from four stories, in any order, and discover how they intertwine in this turn-based RPG!
Quartet - Classic JRPG Release Day Trailer!
YouTube video by Something Classic
www.youtube.com
August 26, 2025 at 4:14 PM
Reposted by Alex Fuller
"The game’s finely-paced and deep narrative, great soundtrack, and well-executed gameplay ensure that it easily keeps the player’s attention. It all amounts to a highly rewarding experience that is easily recommended to any RPGamer."

4.5/5 on @rpgamer.com!
August 25, 2025 at 4:34 PM
I thoroughly enjoyed my time playing through @somethingclassic.bsky.social's Quartet, it's got a very interesting story and the gameplay balance keeps everything ticking along excellently.
August 25, 2025 at 1:13 PM
Had a nice time in the middle of nowhere in south Wales visiting family. The over-one-hundred-year-old tortoise is still very happy to wander around and munch on cucumbers.
August 24, 2025 at 9:12 PM
Reposted by Alex Fuller
We’re excited to announce an extra special pre-release stream of QUARTET by @somethingclassic.bsky.social, hosted by our very own SNES RPG Master Scar!

Join us Sunday August 24th beginning at 8am Eastern for your first look at #QuartetRPG prior to its launch on August 26th:

www.twitch.tv/rpgamer
August 22, 2025 at 4:02 PM