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  • Designer Diary: Age of Dirt: A Game of Uncivilization

    by TheJoker

    Age of Dirt: The Beginning

    The history of human (un)civilization is not for the faint of heart, and to understand it a little bit better, we have to go back nearly a decade.

    Back then, I had started helping out at White Castle, an Austrian-based game agency. As an aspiring game designer, I was haunted with many ideas, but I could follow only a small part of them. The rest remained fragments in my self-bound game design sketchbook:

    The founder of White Castle, Ronald Hofstätter, wanted me to create a game with his and Hugelmann's "Power-Tower", a dice tower similar to the tower in Shogun or Wallenstein). This reminded me of an older idea in my sketchbook: A worker placement game in which workers were sent to areas, or to be precise into small boxes. Once you lost sight of them, the little wooden cubes surely would experience extraordinary things. They were supposed to work where you sent them, but they could also get lost or meet a bear and die a horribl—

    I had a dangerous but vanilla fantasy world in mind, and only one thing was missing: a suitable randomizer. The tower brought the last ingredient, and the game soon took on a playable form. A worker-placement game was born, a game whose workers behaved very, very, very stubbornly — one could even say they behaved extremely stupidly — so I made a virtue of necessity and the little wooden workers became wooden stone-age numbskulls. The resulting game, called "Ugha!", played fast and fun, and you could see it as a light satire of the many, at that time fashionable, worker-placement games.

    Since the resources were scarce and the workers few, the game created many emotional moments...or should I say frustrating moments? I had already feared and anticipated this (un-)luck element of the dice tower. I wanted to make it interesting for more strategic players (like myself), so I introduced a mechanism that allowed you to shake the tower.

    Six years and a few false starts later, I finally connected with the publisher that would bring "Ugha!" to market: WizKids.

    Over that time, shaking the tower — while initially a well-received mechanim — started getting more and more criticism from playtesters. The problem was that it was too effective; most of the time all the workers fell out, resulting in an unsatisfying flood of resources for all the players. In order to give only some workers a slap upside…erm, a rap on their fingers and help them on their way, I had to modify the tower.

    I gave the players clubs and redesigned the tower (as a mountain) with flaps so that each level could be rattled individually. Now, a few skillful knocks let you show some, but not all, of your workers the way back to your cave.

    Age of Refining: The Middle

    In 2018, I received a five-page design document of suggested changes for my game. This was a surprise since the game had only six pages of rules!

    WizKids had given my game, now called Age of Dirt!, to one of its developers to revise. Perhaps it was wounded inventor pride or I just wasn't expecting it, but I have to admit that I was more than surprised by how much about my almost ten-year-old baby obviously wasn't right — yet looking at some of the suggestions, I could see why the developer had implemented them.

    Now, before I go any further, I need to explain briefly what the game is about: I always describe it as a worker-placement game with stupid workers. You play the chieftain (a prehistoric CEO) of a neolithic clan. You send your workers into certain areas to collect resources (or into the love tent for sweet multiplication), but they gather resources for you only when a player "calls back" all the workers from an area. That player throws all workers from that area into "the passage" (the reworked dice tower), then can drum with a club on the tabs that stick out of the tower to "wake up" workers at a specific layer of the tower. (This practice might improve modern work life as well.) You receive resources when your workers come back, no matter which player does the call-back action.

    Calling back workers is necessary, but I had always envisioned it as an unfavorable move — something the player would postpone as long as possible, hoping that another player would take care of it for them. In this revision, a small reward was given to the player calling back workers to mitigate the downside and to keep the actions more in balance. I could see the potential and couldn't wait to try this change.

    Another request was to make the Stone Age even more dangerous. In addition to the tiger in the plains, they wanted a bear as a permanent predator in the forest. Both could eat your workers unless you built a club to defend your cavemen. The problem: The club is made of wood, and wood could be acquired only in the forest.

    Another idea was that during a building action (when you make great innovative stuff out of the wood and stone and herbs), something could go wrong and cause clan members to perish. The game was now less focused and more luck dependent. The workers often died faster than they could get to (reproductive) work, which was certainly thematic, but frustrating for less fortunate players.

    In order not to be too susceptible to extinction, they suggested a limit on how many workers a player could lose. The player tableaus had an extra bar with spaces for workers who were not available. These spaces were filled with bonuses you earned when you placed a just-deceased worker there, with the final three being +1 worker. Therefore, one could never have fewer than three workers.

    The problem: My test players would take those unavailable workers as if they were available without thinking. After all, those workers were "in their cave". Sometimes you don't just become desperate about the intelligence of your subordinate workers... Well, I confess that I also found it a bit confusing sometimes. Peripheral vision hasn't really improved in the last millennia.

    Thankfully the solution was easy: Let's add an extra tableau, a kind of nirvana for the unborn and, uh, for those who returned. We removed the bonuses bit by bit, but added a victory point in the end for having all your workers in play. This made having large clans favorable and kept the love tent more attractive later in the game.

    I also had to change the idea of the "dangerous building phase" that I liked in the beginning. The "hazard cost" unfortunately turned out to be more of an advantage than a drawback. When it triggered, you would throw two of your workers into the passage. Anyone who came out below died, so this action could kill your opponents' workers, too. For clans already shrunk to the limit of three, this wasn't a problem as their clan members were now immune to death — and if they didn't come out immediately, all the better since they would bring a resource with them later. This meant that you could get random resources without using any actions.

    Again, the solution was simple: Someone HAS to die. (Don't worry, dear reader, I did not go on a rampage.) I integrated this loss as a cost on cards like "Patriaaargh" or "Sacrificave". In order to complete them, one of your workers has to die — the survival of the strongest in a nutshell.

    As a human being, but especially as a game designer, I consider fewer rules to usually cause less confusion. I consider fair and simple rules to be desirable, but the not-so-easy part is to have the right simple idea that goes down well with as many players as possible.

    Age of Reflection: The End

    All in all, I have to say that being confronted with ideas that were so different from mine did me and the game a lot of good. It's easy to reject criticism and suggestions, e.g., a reward for calling back workers, almost automatically even if it comes from many different game testers. (The last sentence certainly doesn't shed a good light on me.) I wanted the game to be played in a certain way, and well, I didn't find it easy to accept another version — or another vision — of my game, but in the end I think it was all for the best.

    Luckily, I became adaptable enough to appreciate and implement another great idea from one of my playtesters late in the design phase: What about needing two workers to carry stone? Ingenious! (Remember what I said about having the right simple idea?) It was dripping theme and helped the asymmetrical perception of the areas tremendously: forest was easy, mountains heavy, plains were dangerous, and the love tent a little dirty...

    I'm excited that Age of Dirt is finally published. It really feels like I started it an age ago. Over the last nine years, a lot of my playtesters asked for it again and again. This was my motivation to work on it and improve it over the years, the notion that my games would bring joy and fun to the people I'm with, and although some of my thoughts might suggest otherwise, I am appreciative of all the criticism and suggestions.

    Johannes Krenner

    tl;dr: Fun game — coming soon — ugha — playtesting hard

    Read more »
  • VideoSPIEL of Regrets: 2019 Edition, Plus Final(?) Preview Updates

    by W. Eric Martin

    I'm on my way to Germany to attend SPIEL '19 — my fourteenth such outing! — and with that event due to start in a few days, it's time to wind up the previews and head into the views...and then the postviews.

    I've been posting SPIEL '19 game preview videos since the day after Gen Con 2019 ended — starting with an overview of Queenz from Bruno Cathala, Johannes Goupy, and Mandoo Games — and many of my pre-Gen Con preview videos also serve as previews for SPIEL '19 given how many companies "release" games at both shows these days.

    If you won't be at SPIEL '19, you can pretend you're there by watching the 40+ hours of livestreaming that BGG will be broadcasting from Wednesday, Oct. 23 through Sunday, Oct. 27. We'll have a new game on camera every 5-10 minutes, which is a nutso schedule to attempt, but we'll do our best to keep things flowing, with you getting a sample of hundreds of games so that you can determine what you want to investigate down the road.

    If you will be at SPIEL '19, then note that I'm still making additions to BGG's SPIEL '19 Preview, partly due to what fans (and I) have spotted on Merz Verlag's 2019 SPIEL-Guide and partly due to final notes from publishers who have finally decided to make their wares public. I keep saying that I'm not going to update the preview any more, but I think that will happen only once we hit Thursday and the Messe doors open to welcome you and thousands of other visitors. Stop by the BGG booth (5-J122) if you have the chance!

    To close out my SPIEL '19 preview videos, here's a sampling of what I didn't have time to cover on camera over the past few months. My apologies to all designers and publishers not covered. I am filled with shame and will try to do better in 2020 — and I do think I did more in 2019 than in 2018, so perhaps my regrets from that year were helpful to me. This will apparently be an annual tradition no matter what I do thanks to the staggering number of games on the market. So many possibilities for play...

    Youtube Video Read more »
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  • Deadly Missions 5th Edition: HALLOWEEN EXPANSION
    Deadly Missions 5th Edition: HALLOWEEN EXPANSIONPublisher: Grey Matter Games


    This set features eight high quality original hand-drawn figures featuring front and rear artwork, and includes data cards and background information of the characters for use in DEADLY MISSIONS games. 

    The characters are monster-based heroes that each specialize in a different school of magic.  They are: 

    • LUCY FER (Ascended), a succubus: Conjuring
    • CELESTE, a vampire: Mind Control
    • ZOE, a zombie:  Technomancy
    • CLAUDIA, a werewolf: Summoning
    • FARRAH, a mummy:  Resurrection
    • SOPHIE, a specter: Telekinesis
    • The WICKED WITCH OF THE WEST: Conjuring
    This set is an expansion, so you will need DEADLY MISSONS 5th Edition (COMING SOON), or you can use the existing Deadly MIssions 3rd Edition: RETURN TO MERLANTIS or Fourth Edition: HEROIC MISSIONS. 

    We hope you enjoy these figures, and hope they work in their way into your games!

    Price: $2.50 Read more »
  • Savage Worlds Adventure Edition: The Eye of Kilquato
    Savage Worlds Adventure Edition: The Eye of KilquatoPublisher: Pinnacle Entertainment

    Venture to South America in search of the Fabled “Eye of Kilquato!”

    Play as Buck Savage, Virginia Dare, Danny Dare, their friend Kator “the Ape Boy,” or Doc Gold, to unravel the mysteries around this famous gem in the heart of the Amazon!

    This classic adventure first released in 2003 and now updated for the new Savage Worlds Adventure Edition by Shane Hensley. It contains pre-generated characters, figure flats, map tiles, and more fun than you can toss a piranha at—over 45 pages of content!

    The Eye of Kilquato is a Savage Tale for the Savage Worlds roleplaying game system. A copy of Savage Worlds Adventure Edition is optimal.

    Price: $9.99 Read more »

    Gnome Stew

  • A Look at Phone PDFs
    A Look at Phone PDFs

    Drive-Through RPG is an important fixture of the RPG industry. It is the largest consolidated site for electronic RPG products, mostly in the form of PDFs. There has been a lot of discussion about the suitability of PDFs for the delivery of RPG material, and this isn’t likely to be a matter settled any time soon, but the site is now introducing a new format — the Phone PDF.

    The Phone PDF format is not a format that the site itself creates, but is a new format that has several common traits, which a few companies have created to show off the format’s features. In general, the traits are:

    • Specific format with larger fonts, usually only displaying a few paragraphs at a time
    • Bottom navigation buttons with “back” and “contents” links — these move the PDF back a page, or display the table of contents of the PDF
    • Heading hyperlinks in the index to navigate quickly to multiple sections of the PDF

    Within this format, there is some variation. In this instance, I looked at the Phone PDFs for Masks, Pugmire, and Zweihander. Because of the special formatting of the pages and the larger font sizes, the number of pages increases greatly in these PDFs. The already huge Zweihander balloons to over 2200 pages in this format.

    A Tale of Three Layouts

    Pugmire has the most “standard” setup of the three PDFs. All of the above bullet points are true of the PDF, and several hyperlinks allow for quick navigation from the table of contents to the various headers in the book. While it is difficult to do an in-depth read of each page on short notice, one particular oddity of formatting I noticed in the Pugmire PDF was the sideways oriented “average monster statistics” table, which is also spread across two pages.

    Masks has several custom-built landing pages in the PDF, and has an overall more visual navigation system. There are specially formatted landing pages for topics like playbooks or villain rules, and the book can be navigated by both standard index and newly organized topics pages. The addition of the specialized landing pages still does something similar to the standard additional hyperlinks, but they feel like a more self-evident, guided manner of presenting the same options.

    The Zweihander Phone PDF has its own customizations compared to the “standard” elements of the Phone PDF construction. It has a “back” and “contents” button at the bottom of the page, but there are also letters lined up on the right-hand side of the pages, and clicking on one of the links on the side takes the reader specifically to the index, to the letter indicated by the letter touched.


    I took some time to use these PDFs using different PDF readers, and using them on phone, tablet, and PC. For anyone wondering, I’m still rocking the Galaxy S7 for my phone, and using a Galaxy Tab 10.1 for my mobile devices. The PDF readers I used were ezPDF reader, Adobe, Foxit, and Xodo on my phone and tablet, and Foxit and Adobe on my PC.

    The recommended PDF reader for Zweihander is Xodo, although the “back” button doesn’t respond in this format. I’m also not a fan because if Xodo has a “read out loud” feature, I was hard-pressed to figure out where it is. Additionally, while the Foxit reader works fine for PC, the Foxit app won’t open the Zweihander PDF.

    Aside from the above issues, I didn’t notice a great deal of difference between the formats. ezPDF’s default screen usage causes some issues, as the interface often covers the bottom of the page, making it difficult to navigate the buttons at the bottom.

    While I haven’t used any of the PDFs “in play,” I did write down a few topics, and then tried to see how quickly I could track down data on that topic. While I can’t speak to use at the table yet, I can say that it was much easier to jump to a topic after a few clicks in all of the formats than it was to use the search function. Part of this is that the format makes multiple hyperlinks a necessary addition to the document.

    Between my fingers and the phone cover, I had a few clumsy moments navigating the PDFs on my phone, because the navigation buttons are so near to the external buttons on my phone. Despite this, it wasn’t too bad to deal with, and was less of an issue with PDF readers that aren’t fighting to take up real estate in the same area. The tablet navigation was much easier, with more room to click on links and less potential for accidentally hitting multiple screen items at once.

    Clicking on the links by mouse on PC was extremely fast. While the PDFs are formatted for Phones, the additional hyperlinks and contents pages (as well as the landing pages and index shortcuts on some of the PDFs) made navigating the topics fast.

    Ghosts of PDFs Past

    While the Phone PDF format is new, some of the features are not. Nova Praxis and Titan Effect are both RPGs that have “enhanced” PDFs. Instead of just having a few hyperlinks in the table of contents, both of these PDFs have navigation bars at the top or sides of the pages.

    Nova Praxis, specifically, is formatted for a horizontal display, with topics along the left-hand side, and sub-topics that pop up along the bottom of the page for navigation. Titan Effect has a more traditional layout, but there are multiple topics displayed across the top of the page that allow for quick navigation to different sections of the PDF.

    My Two Crypto-Currency Bits

    My credentials as a “futurist” are probably not particularly strong, but when it comes to mobile access to game data, it has been my feeling lately that proprietary apps that can be tailored to the needs of the game rules being displayed are the most likely way forward. These apps may even incorporate tools like token tracking, dice, or cards that are native to the game being played.

    From the various press releases and discussions of this format, it takes a considerable amount of effort to reformat PDFs for this particular style. I’ve never laid out a PDF in this manner, nor have I ever created an app, but I do wonder how much extra effort it creates to move in one direction versus another.

    I can’t deny that the Phone PDFs were far more useful for reference than a standard PDF. I have several times wondered if the RPG industry could realign to accommodate the idea there is some worth to publishing rules that are primarily a reference document, versus a core set that exists to introduce and teach the game. While the Phone PDFs released have the same content as the standard rulebooks, the “meta-construct” of the Phone PDF navigation buttons, to varying degrees, merge “reference” to “teaching document.”

    Varying Opinions

    Reading comments from various gamers over the last few days, I’ve seen comments like “I don’t think this is for me, since I view PDFs on my PC.” I’m wondering if the marketing of this format as specifically for phones is undercutting the advanced navigation tools that the format is adopting.

    I have also seen some discussion about the wisdom of creating this format, which is static regarding page size and font, versus epub formats. I’m not an expert in this area, but every RPG epub that I have seen loses some of the trade dress of the game in favor of the flexibility of the format, and while some gamers may not care if the epub of the game looks like other epub books they are reading, sometimes part of the “experience” is to see how the book was designed to look.

    This preservation of trade dress is another reason I wonder about the “third way” of proprietary apps. While it doesn’t yet have the full functionality of the desktop site, the D&D Beyond app allows for some of the customizations of font size and page set up, while retaining the “look” of the D&D book from which the content is derived.

    The Digital Road Goes Ever On
     I can see them being popular in the “short term,” as others are developing the next generation of data presentation. That said, the RPG industry is very good at hanging on to old ideas for a very long time. 

    I don’t think that Phone PDFs are the wave of the future, but I do think that the functionality of the format may introduce players to options that they want in electronic rules references in the future. I can see them being popular in the “short term,” as others are developing the next generation of data presentation. That said, the RPG industry is very good at hanging on to old ideas for a very long time.

    I also have the odd concern that if this format does become popular, it may end up being a potential issue for some independent publishers. While there are more and more tools that allow a single newcomer to produce impressively formatted products at a reasonable price, the amount of time it might take to add the extra functionality, which is largely comprised of a web of interconnected hyperlinks, may end up creating some expectations that can’t be met at the entry-level.

    Overall, I’m excited at the increased functionality, and I hope it heralds a change in mindset regarding teaching and introduction versus referencing information, but I wonder if the specifics of delivering this new functionality will prove to be more cumbersome than as yet undreamt of future paradigms might provide.

    Read more »
  • Adding A New Player – Rocks in a Pond
    Adding A New Player – Rocks in a Pond

    I got a text message a few weeks ago letting me know that my good friend Jim was moving back to town, after 20 years. Jim was the first gamer I met when I moved to Buffalo in the mid-’90s and we played a number of great games together. Then, one day Jim moved away for work, and he never came back. I had honestly never expected him to come back, and we kept in touch over the years online and meeting at the occasional con. Needless to say, his return is exciting, and I started talking to him about gaming with him again, excited to have him join the games we have running. But I also knew that having Jim join a table was going to be a disruption to any game, no matter how cool Jim is and how cool the group is. So I started to think about that change and how it could be mitigated. 

    So let’s talk about adding people to gaming groups…

    Group Dynamics

    A given group of people who game together for any period of time develop their own dynamic which includes things like: 

    • A social hierarchy (who leads, who supports)
    • Communication paths (frequency, platform, tone, etc)
    • Acceptable and unacceptable behavior (missing games, language at the table, etc)
    • Conflict resolution (controlled discussions, arguments, etc)
    • Shared experiences and stories (important stories to the group, funny things, etc)
    • Social touchstones (inside jokes, favorite quotes, etc)
    • Playstyle (murder hobos, talk to all NPCs, high drama, rules orthodox, etc)

    This can be a thing that a group consciously creates through active discussion and deliberate action (e.g. a group may actively work not to be murder hobos). Other parts will come about organically through interaction (e.g. the day before the game everyone starts chatting online to remember what happened last session). 

    The end result of this is that any established game group has a dynamic whether they know it or not, and as long as that dynamic is healthy, it is then comfortable and forms a kind of comfort zone for the group. It is, in essence, how that group plays and gets along. 

    Change and Equilibration

     Change is inevitable when a new person joins a group. So the question becomes how you handle the disruption until the new dynamic is formed. 

    So, if an established group’s dynamic is a pond, a new player is then a rock who is dropped into that pond — the result of which is that waves are made for a while and then the pond settles out and accommodates the rock. 

    The arrival of a new person into the group will force a change to the group dynamics, no matter what. This is not avoidable. A new person comes into a group with their own thoughts, outlooks, stories, playstyle, etc. They also arrive without the shared experiences, stories, and touchstones that the group has used to bond together. 

    At first, much like dropping a stone into the pond, the disruption is large — but over time as the new person integrates into the group (assuming that the person is compatible and the group is not toxic) the disruption becomes smaller, and eventually, the group dynamic equilibrates to a new norm, and a new dynamic forms.

    Change is inevitable when a new person joins a group. So the question becomes how you handle the disruption until the new dynamic is formed.

    How Much Disruption A Person Will Cause

    The first thing you want to consider before you add a person to a group is are they a good fit? What we mean by that is how big of disruption will that person be to the group. Likewise, is the group a good fit for the person?

    The way we determine that is by looking at the factors that make up the group dynamic and assessing if the new person aligns closely to the existing dynamic, or if they are radically different. 

    For example, if your group has a playstyle of being lawful characters doing good, and the person you want to add only plays evil characters and is a murder hobo, then the disruption will be larger. 

    Another example: your group has a de facto leader; one of the players winds up playing the leader character in all your games. The new person you are adding was the leader person from another group. You are likely to have a disruption as the two leaders figure out how to work together.

    You can do this exercise alone, by talking to the new player, by talking to the group about the new player, or all of the above. You should go through this exercise. Not every addition to a group is going to be a good one, and not every group is good for a new player.

    Determine How Well Your Game Supports Change

    The next thing you need to consider is if your current game will support the change of adding a new character mid-game. Some games have an open structure where the characters have a chance to meet new people and go adventuring with them, such as a fantasy game where you return to town before exploring the next section of a mega-dungeon.

    Compare that to an ongoing political thriller at an isolated space colony. The addition of a new character will need to be worked in, but also that player has missed so much of the politics and intrigue that came before.

    In some cases, you are going to find that the game won’t have a problem adding in another player, but in some other cases you may decide that it’s best not to add the new player to the current game, but rather wait until this game concludes and add them into the next new campaign.

    Test Drive

    If a new person seems like a good fit on the surface, and everyone is willing, have a one-shot game to let everyone get to know each other. You can start with some socializing before the game so that everyone can get to know each other, and then you can play out a one-shot adventure.

    This gives everyone a chance to meet and check each other out, without any kind of commitment. The socializing will help to see if personalities mesh and the gaming will help to see if playstyles are compatible. 

    Understand that one game does not reveal everything, but it will help you figure out if it’s worth investing more time to find out. If the game goes well and everyone had a good time, you can continue discussing adding the person, and if the game was a disaster, then everyone can part ways. 


    So if the person seems like a good fit for the group and vice versa, your game is capable of taking on a new player easily, and the test drive went well, you can then have a few discussions. The first is with the new player to see if they want to join the group. The second is with the group to see if they want the new player to join the group.

    The outcome of these two discussions needs to be an enthusiastic Yes in order to add the person to the group. If either the new player or the group says no, then it’s a No, and if either is luke-warm or hesitant then it should also be a No. Like everything else with consent, you cannot push through without the consent being enthusiastic. 

    I have been in games were we added people and the group or the person was not enthusiastic — and eventually, things didn’t work out. Trust people’s instincts. If they don’t have a good feeling, then it’s likely not going to work (now if that is a self-fulfilling prophecy or not, I don’t know). 

    You Seem Trustworthy… 

    Adding a new player to a group can be a great thing. Group dynamics are the sum of the people who make it up. A new player can bring about positive changes to a group, and move a group in directions you were not expecting. But sometimes a group cannot withstand the change a new player brings, especially if they are very disruptive. Likewise from the new player’s perspective joining a group can either be very supportive or not. 

    The thing we do know is that adding a new person to a group is going to bring about a change to the group. It is naive to think otherwise. By doing a bit of work, not rushing to push someone into a game, and having good discussions, you can make sure that the disruption you do cause when adding someone is manageable and leads to a fruitful new group.

    What are some of your disaster stories and success stories about adding new players to a group? Do you test drive new players with your group? What games make it easier or harder to add players? 

    Read more »

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  • Nehrim: At Fate's Edge - Steam Release: 2020
    The Oblivion total conversion mod Nehrim will get a Steam release in 2020: Nehrim: At Fate's Edge Nehrim: At Fate's Edge is a total conversion for TES IV: Oblivion. Explore the namegiving land of Nehrim with dense forests and deserts, delve into old crypts and caves, and experience an unusual, multi-layered storyline that takes place beyond known patterns of good and evil.... Read more »
  • Matt Chat - Trent Oster Interview and a George Ziets Announcement
    Matt Chat talked to Trent Oster about game design and development. Also a George Ziets announcement. loading... Lots of great advice here on game dev from a man who's seen it all. We also talk about Axis & Allies Online. Stay tuned to the end... Read more »

    RPGWatch Newsfeed

  • Nehrim: At Fate's Edge - Steam Release: 2020
    The Oblivion total conversion mod Nehrim will get a Steam release in 2020: Nehrim: At Fate's Edge Nehrim: At Fate's Edge is a total conversion for TES IV: Oblivion. Explore the namegiving land of Nehrim with dense forests and deserts, delve into old crypts and caves, and experience an unusual, multi-layered storyline that takes place beyond known patterns of good and evil.... Read more »
  • Matt Chat - Trent Oster Interview and a George Ziets Announcement
    Matt Chat talked to Trent Oster about game design and development. Also a George Ziets announcement. loading... Lots of great advice here on game dev from a man who's seen it all. We also talk about Axis & Allies Online. Stay tuned to the end... Read more »