Strategy and rpg game
Role Playing. Turn-based Strategy. View all tags. New itch. Subscribe for game recommendations, clips, and more. Malleus Goblinficarium. A roguelike with dice-based combat. Netherguild Alpha. If every step was one year of your life, which path would you take? Heart Shaped Games. Explore a flooded world in this tactical RPG. HOF Studios. A roguelike tactical card game set after a technological apocalypse. Sharkbomb Studios. Fourfold Games.
A Godlike Village Simulator. Manage a village while trying to fight off hordes of monsters until your inevitable death! Apple may be dealing with lower iPhone demand right now but could be the year it announces a new product category such as augmented reality glasses or even an electric car. Cryptocurrency prices, in general, have fallen significantly in recent days. Here are two cryptocurrencies that have trounced Bitcoin and Shiba Inu during the current crypto crash. Bloomberg -- Magic Leap Inc.
Ever since Apple introduced the notch on the iPhone X in , we've been awaiting the next redesign. The iPhone 13 has a smaller notch, but rumors point to a far more drastic shift in Apple will ditch the notch altogether for a hole-punch selfie camera.
It will likely be similar to what we … The post iPhone 14 prices might end up being higher than anyone expected appeared first on BGR. Back in the glory days when iPhones were aggressively subsidized by carriers, upgrading to a new device every two years was routine.
Not only that, it made sense. After two years, a once brand-new iPhone would start to show its age. Battery performance would degrade. Performance would decline. Dow 30 36, Skip to main content. Search form. Ragnarok Online Play now. Wizard Play now. Wild Terra 2: New Lands Play now. League of Angels — Heaven's Fury Play now.
Wolcen: Lords of Mayhem Wolcen: Lords of Mayhem is an isometric action roleplaying game in fantasy setting. It also means it's free from all the irritating bugs and limitations that played the original, and you can mod it. You can still buy the original if you really want, but OpenXcom is definitely a more enjoyable experience in Of course, the Firaxis remake is even better in , but when you're in the thick of a terror mission, with chrysalids seemingly pouring out of the walls, or in those last hours when you finally seem capable of taking the fight to the aliens, there's still nothing else quite like X-COM.
Not even XCOM. It's the grimmest, darkest strategy game in existence, and while the game itself is more limited in scope than T'Warhammer, the 40K universe is a much stronger draw than the elves 'n' imperials fantasy world.
Dawn of War is steeped in the blood and weird theological war cries of the 40K universe, and manages to add enough thematically suitable twists to the RTS template to make the setting more than a fresh lick of paint.
Better still, it's lived a long and rich life of both official and fan-made expansions, adding races, modes, units and even entire new rules aplenty - which is a big part of why this remains the ultimate Games Workshop RTS, even 14 years on. Endless Legend is unspeakably beautiful. Every part of it was made with care and thought, and a commitment to making an often formulaic sub-genre interesting and strange and enticing. Each world asks to be revealed, each faction stokes curiosity.
There are the bizarre cultists and their sole, massive city, who fanatically raze anything they conquer after they've learned what they can from it. There's the dour Broken Lords who are haunted suits of armour, unable to use food but able to reproduce with 'dust', the game's mysterious magical currency, which itself is key to why one of our favourite factions, the Roving Clans, are so interesting.
They're nomads obsessed with collecting dust to unlock its true power. They're totally unable to declare war, but they get a cut of every market trade and can hire the best mercenaries. In addition to the expansion and conquest, there are story arcs to follow by sending armies to the right places, which themselves can drive conflict or political wrangling.
From the faction-specific units on the turn-based tactical battles to the esoteric faction rules that even, god help us, invite roleplaying, everything about Endless Legend aims to take strategy games somewhere new and better.
It's a rare thing to find a game that slots neatly into a genre but doesn't seem to follow many — if any — of the established rules of that genre. Offworld Trading Company is one such game. It's about offworld colonies, except you're not worrying about keeping your population happy and healthy. It's about making big profits, but money is a fluid thing rather than the central resource. It doesn't contain direct combat, but it's one of the most ruthless and competitive games you're ever likely to play.
Everything, even hesitation, creates change, and because the foundation of the entire game is in flux — the numbers that drive everything visible and entirely predictable — it creates a space where you become proactive and reactive simultaneously.
It's impossible to act without influencing the status and decision-making of your competitors, and by the time the impact of one change has been felt, another handful have already happened. The strategic portion of the game manages to instil resource gathering and experience grinding with the excitement of exploration and questing, while the tactical battles rarely become rote despite the limitations of an 11x15 hex map. It's a wonderful example of several simple concepts executed well and locked together in a whole far greater than the sum of its parts.
A huge part of the game's success lies in its approach to progression. As is often the case in strategy and RPG games alike, the goal in each scenario is to uncover a map and make all of the numbers go as high as possible.
Build lots of units, level up heroes and gather gold until there's no space left in your coffers. New World Computing ensure that there's always something interesting behind the fog of war, however, and that every step toward victory feels like a tiny fantastic subplot in its own right. Just look at the towns for proof — every building and upgrade feels like an achievement, and part of a beautiful, fantastic tapestry. In strategy games that cover broad swathes of human history, it's always a bit sad that the Stone Age is, at best, an early game sideshow - something to be breezed past in a couple of technological leaps on the way to better things.
Not so with Dawn Of Man, which concentrates on the various something-lithic periods to the exclusion of everything else. In this game, pointy bits of iron are end-game tech. With its frosty, beast-stuffed landscapes, Dawn Of Man does a grand job of making you feel like just another animal with a few tricks up its sleeve. Progress is slow, achieved through painstaking increments, and settlements never develop beyond meagre, hard-won hamlets.
It's also received several post-launch updates, too, which have added more content and a greater sense of challenge. From some of the team behind the dungeon crawling Legend of Grimrock games, this turn-based tactics game offers just the right balance between Into The Breach-style solution-finding, and improvisational disaster mitigation along the lines of XCOM.
Using a small party of three and later four characters, upgraded between battles in classic RPG style, players must navigate thirty-five extremely well-designed missions, completing core objectives to progress and nailing secondary objectives to gain extra upgrade resources.
As the last original game designed by Civ II creator Brian Reynolds, it stands as a suitable book-end to his career so far, but hopefully not an endpoint. One of the hurdles strategy games often face is finding the challenge and fun in tasks and themes that don't immediately seem attractive or entertaining. War games and theme park management have certain, obvious appeals, but when taxation and logistics seem to be the order of the day, a game can quickly look a lot like a job. Imperialism 2 is one such game.
Although its scope is impressive and the idea of ruling a country and building an empire is potentially exciting, SSI's game focuses on labour and resource management, and is mainly about solving problems of supply and economics. That it succeeds in making these elements of rule both engaging and relatively accessible is down to the strength of the design. By concentrating on logistics, Imperialism and its sequel become games about the big picture that the smaller details are part of, rather than lists of numbers and complicated spreadsheets.
Micromanagement is out and important nation-wide decisions are well and truly in. Galactic Civilizations 2 succeeds by sticking to the basics. That's not to say there's anything basic about the game itself, but there are no unexpected twists.
You take control of a space-faring race and you conquer the galaxy, just as the 4X gods intended. Stardock's game succeeds by implementing all of the expected features — diplomacy, economics, planetary management, warfare — in an enjoyably solid fashion. The AI is notable, both for the challenge it offers and the way that it operates. Although it does receive boosts at the highest difficulty levels, there's also a credible attempt to simulate counter-strategies tailored to the player's actions.
The Endless Universe release, or Ultimate Edition, is also bundled with the two expansions, one of which adds the ability to destroy solar systems. From archfiends to gods. Wannabe gods. Dominions IV, like Solium Infernum, can be off-putting at first.
It has a complicated rule-set that takes a few playthroughs or a determined study of the monstrous manual to understand, and even when a session begins, following the flow of action can be difficult. That's despite the game being separated into tidy turns, with distinct sets of instructions to put into action. There are cities to build, victory points to secure and armies to move around the randomly generated maps. That tricksy rule-set, along with a combination of graphics that are functional at best and a demanding interface, can make the basics hard to grasp.
Or perhaps it's that there are no basics. Break through the hard crust, however, and there are rich veins to tap into. The clash of deities isn't a re-skin of monarchs or emperors at war — there are disciples to nurture, totems to worship and all manner of nations that can be subject to the whims of the possibly-tentacled pretenders.
Gears Tactics is, as its name might suggest, a turn-based tactics game set in the beefy, growly world of Gears Of War. An odd combination, you might think, but this is a game whose veins run deep with the same kind of deep, tactical prowess as your X-COMs and, err Against all the odds, it really does turn out that, even in the preposterously hench world of Gears, the mind really is the strongest muscle. The only notable omission is the lack of any strategic or management meta-game once each battle is over.
Instead, it's back to the battlefield with your newly looted gear and skills you've gained from levelling up. That may not be everyone's cup of protein tea, but if you've always tended to enjoy the fights of XCOM rather than spending time hanging around your base, this is the tactics game for you.
You play as a faction of deranged cyborg techno-monks, plundering the depths of an alien tomb in search of ancient technologies, enlightenment, or sometimes just additional fuel for your knackered starship.
The various bickering cyber-clerics behind your expedition are genuinely memorable characters, and you find yourself gripped - and occasionally even laughing - as their story unfolds in between missions.
On the face of things, BattleTech might look like XCOM with giant robots, but those big metal suits aren't just there for show - they're what makes BattleTech so distinctive. A big ol' mech doesn't much care when it loses an arm, for instance - it just keeps on fighting. Working out how to down these walking tanks both a permanently and b in a way that preserves enough of it to take home and use as parts to build a new one yourself is the key strategy here.
BattleTech is sometimes too slow for its own good though mods and a patch address this , but stick with it and it becomes an incredibly satisfying game of interplanetary iron warfare and robo-collection. Men of War is a real-time tactics game that simulates every aspect of the battlefield, from the components of each vehicle to the individual hats on your soldiers' heads. The hats are not a gimmick. Best Way have built a full scale real-time tactical game that simulates its world down to the smallest details.
If you've ever played an RPG and scowled when a giant rat's inventory reveals that it had a pair of leather trousers and a two-handed sword secured beneath its tail, Men Of War will be enormously pleasing. Ammunition, weaponry and clothing are all persistent objects in the world — if you need an extra clip for your gun, you'll have to find it in the world rather than waiting for a random loot drop.
If you need backup, or replacements for fallen men of war , you'll be able to find them in friendly squads who exist as actual entities on the map rather than as abstract numbers in a sidebar. The credibility of the world isn't window-dressing. All of that simulation serves a greater purpose, allowing for desperate vehicle captures, as a seemingly doomed squad realises that they might be able to commandeer the Panzer they took out moments ago, patch it up and continue to fight the good fight. They Are Billions takes real-time strategy, tower defence and zombie survival, and combines it all into a single punishing, rewarding, delicious experience.
It's one of the rare games that succeeds in its Frankenstein-esque genre splicing, and Numantian Games have only made it bigger and more beautiful since coming out of Early Access. The year is , and after one of those classic zombie apocalypses that ravage the earth, the remnants of this steampunk-infused world now live inside a huge walled city to keep out the undead nasties. But no more! In They Are Billions' sprawling campaign, you must colonise new outposts in the world around you, building new communities from scratch while protecting them from the hungry hordes.
The special thing about They Are Billions, though, is the way it keeps you scared and on your toes even during moments of relative peace.
The way it leaves you to slowly explore outwards from the centre of the map and see just how many thousands of zombies are waiting for you, just beyond the borders of your city. The way it generates such fantastic, characterful anecdotes of Achillean heroism and Sisyphean despair.
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