<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> //344567.top 2025-06-19T17:00:00Z en <![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> I absolutely embarrassed myself playing the Ratatan demo in front of several of the devs at Summer Game Fest. I have fond memories of playing the first two Patapon games back on the♐ PSP, but despite loving both rhythm and strategy games, the combination of the two has always been particularly taxing on my brain, like a classic case of trying to simultaneously pat your head and rub your stomach.

Patapon designer Hiroyuki Kotani is building Ratatan with ꦗmany of the same elements that made the original games so memorable. You still command a squadron of adorable little soldier creatures across 2D levels, drumming orders along to the beat to issue commands like 'attack' or 'guard.' You've got to carefully watch what your opponents are doing, respond to their movements, and make sure your little duꦇdes are dealing damage, all while keeping up with the rhythm.

After suffering crushing defeats to multiple bosses in the Ratatan demo, I'm honestly a little relieved to see that the demo's public release has similarly been brutalizing a wide swathe of players, to the 💟point where the devs are already tuning the action to make it a bit friendlier to get into. With Ratatan set to launch in early access this July, tuning based on player feedback was always part of the plan, and I'm glad to see it - the new elements here genuinely add a lot to the Patapon formula, and with the right balancing tweaks, that quirky old PSP spirit could make a mark in the modern era.

Call and response

Ratatan

(Image credit: Game Source Entertainment)
Key info

Developer: TVT Co. Ltd., Ratata Arts
Publisher:
Game Source Entertainment
Platforms:
PC, PS5, PS4, Xbox Series X/S, Switch
Release date:
July 25 (PC early ๊access, console versions ♛to follow at a later date)

"Feedback is already coming in, and some people are saying, 'hey, this game is, like, really hard,'" producer Kazuto Sakajiri told me via translator at SGF. He added that the team is "thinking of different ways to try to adjust for that [with] accessib🌟ility options. So they do want to implement those as they move forward."

Around the time that interview took place, the team had actually already made a big list of planned demo improvements in a meaty Steam blog post, citing a "lack of clarity and poor controls" as primary issues with this early version of the game. That certꦐainly tracks with my experience, as I found myself struggling to make sense of all the commands🐼 listed out on the corners of the screen while simultaneously wrapping my head around the basic controls and rhythm demands.

But just listing out everything I struggled with is probably a bit redundant here, since it's all addressed in the update plans - though I will shout out the devs "tweaking enemyꦓ wind-ups and attack intervals to make them easier to respond to," which directly addresses my biggest gripe with the demo. It's important to note, however, that all these tweaks are targeted at making the game easier to learn, not to master. The devs still want to make sure that players who want a greater challenge can find it.

The team wants to "reward players that are good at rhythm games," Sakajiri told me. "So they do want to have that option there. If you're really good🐻 at rhythm games, you're going to get more items. You're going to get more merits. They want to have various kinds of players be able to enjoy it."

Jam session

Ratatan

(Image credit: Game Source Entertainment)

"Feedback is already 🧸coming in, and some people are saying, 'hey, this game is, like, really haꦡrd'"

Kazuto Sakajiri, producer

While I might've struggled to complete much of the Ratatan demo - though I did beat that boss on a second attempt than🅰kyouverymuch - I didn't have much trouble enjoying it regardless. When you nail the proper commands with perfect rhythm, lining up a 'fever' bonus for a power-up and wiping the floor with an enemy fleet, it feels so satisfying, and ✃chasing that feeling is more than enough incentive to learn the mechanics.

There are two key differences between this and Patapon. One is that you now directly control a character in each stage, running back and forth as you command your forces and try to dodge attacks yourself. The other is that the game now takes on a roguelike structure, where you set out on short runs featuring a series of short battles followed by a boss fight, choosing what rewards you want to pursue along the way. It's a bit like choosing what rooms to pursue next in a game like Hades - do you want to get currency you can spend for permanent upgrades, a boon to heไlp your build in the current run, or a desperately needed health refill?

I remain a bit of a roguelike skeptic even to this day, but I have to admit that the format fits perfectly for Ratatan's bite-sized challenges. Spend a few minutes in intense rhythm battles, hop out for a chill𒈔 time shopping for upgrades and choosing what to do next, and repeat. It creates a nice flow, and gives the game a distinct identity separate from its spirit🌸ual predecessors.

Ratatan

(Image credit: Game Source Entertainment)

While the team is "very happy with all the support and the enthusiasm that the Patapon series has brought to Ratatan," Sakajiri says, "they also want to emphasize that Ratatan is its own game. It's a separate IP. It is important that it retains the 'Kotani-ism' [from] the original developer. He's here and puts his own unique charm on both games. So th💧ey definitely want players to feel that. But they also want to build upon Ratatan and have people approach it as its own separate IP."

With Ratatan set to enter early access in July, Sakajiri said the team is looking forward to feedback from fans - not just on potential problems like the early difficulty, but also on what people want more of. The devs "really enjoy comments and feedback like, 'oh, a player really likes this Ratatan character. They really like this song or this level.' So as they continue development, they wan𓆉t to try to build upon that and try to get a better feel for what they like and implement th⭕at into the full version." With the work the team is already doing to respond to play feedback, I'd say they're on the right track.


Get your music skills in check with the 澳洲幸运5开奖号码历史查询:best rhythm games out there.

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//344567.top/games/roguelike/i-embarrassed-myself-playing-rhythm-strategy-roguelike-ratatan-in-front-of-the-devs-at-summer-game-fest-and-im-not-alone-so-the-devs-are-already-tweaking-the-difficulty-level/ Qwvur5WFp6FoQ83fgZCSCW Thu, 19 Jun 2025 17:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Mr 澳洲幸运5开奖号码历史查询:Balatro himself, developer LocalThunk💫, is being consumed by the very beast he unleashed on the world. He's currently trying to do a completionist++ run which is very, very difficult u♐nless you're some sort of Balatro savant.

To get the completionist++ achievement, you have to beat Gold Stake difficulty using every single one of Balatro's 150 Jokers. As a refresher, Gold Stake rules include: small blinds give no reward money, so your economy is harder t🐬o manage; required scores get higher faster; fewer discards; and Jokers that are eternal, perishable, or even cost money to keep each round.

"But f🅘r I'm at 146/150 for completionist++ and getting a taste of my own medicine," LocalThunk . The post was in reply to the "are ya winning son?" meme, which showed a game over Balatro 🐭screen. He'd lost to The Wall – we've all been there, brother.

It's hard enough to do completionist+ – but 澳洲幸运5开奖号码历史查询:LocalThunk did manage it – which needs you to beat Gold Stake with every deck, but having to use every single Joker too is just c🦩ruel. Some of them are real stinkers. Loyalty Card gives you a 4x multiplier every six hands, so it's very occasional, and you'd be better off using something that gives you a more consistent multiplier.

There's ꦚalso Credit Card, wꦐhich lets you go into $20 of debt, but at Gold Stake you really need something that's giving you extra chips, hands, mult, or multiplication.

Luckily, you only need a Joker with you right ꦗat the end, so if you're lucky, you can use four great Jokers and then take one you don't even need into the final round with you. So, if you're struggling, try that out. But if the game's own creator can't even do it, what chance do I have?

If you've finished the achievement or need a break from trying, check out all the 澳洲幸运5开奖号码历史查询:upcoming indie games of 2025.

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//344567.top/games/roguelike/fighting-his-own-roguelike-monster-balatro-creator-says-hes-146-150-for-completionist-and-getting-a-taste-of-my-own-medicine/ MRDJ7YWgy9kXQfArPHyEof Thu, 19 Jun 2025 16:27:07 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Early access roguelike Hades 2 just got a massive upd🎐ate packing over 5,000 words worth of patch notes, but now more than ever many fans will likely be eyeing the road ahead as developer Supergiant teases that it's now "starting to prepare" for the long-awaited 1.0 launch.

Hades 2's third m༺ajor update is, fittingly, The Unseen Update. (Mission failed: I've seen it!) You can read the , or listen to a 38-minute dramatic reading , but the stand💦out changes and additions are pretty easy to summarize.

  • Nocturnal Arms have new "Hidden Aspects" adding additional fighting styles
  • The divisive Umbral Flames weapon has been "revamped" entirely with a new "snappier fighting style"
  • Stronger Guardians can be challenged at the Oath of the Unseen via the new Vow of Rivals
  • You can unlock Godsent Hexes, "dazzling Moon magick upgraded with the power of the Olympians"
  • "A variety of characters" have "new optional story events" that advance your bond and bring you "closer than before"
  • New Warden enemies may appear in Erebus and Ephyra
  • New art and music have been added, including "new visual flourishes such as ambient effects on character portraits"

"Afꦜter more than a year of Early Access development, we're now starting to prepare for our v1.0 launch!" Supergiant says in its . "We're heading into the final phase of Hades II development, which involves adding the story's true ending and other finishing touches. Please note we do not yet have a v1.0 launch date, though we'll share more as soon as we can. We really appreciate your💙 patience on this!"

The focus of the 1.0 launch will be the true ending to Melinoë's story, Supergiant says, with no plans for "additional regions, encounters, abilities, and so on," though there will be another polish and balance pass on Boons and abilities. Once this is all finalized, the devs can also add achievements to the game, and the go🅺od news is "you will not need to start from the beginning" to earn them.

"Sometimes the last stretch of development on a game can make all the difference, so we have always taken this phase seriously and appreciate your conꦦtinued support," the post adds.

"As we wind down our Early Access phase, our goal reꦺmains ensuring we've created our biggest, most replayable, most feature-rich game yet🐻, and — most importantly — a worthy successor to the original Hades.

"We have a big game to wrap up! While we can't yet say when our v1.0 launch will be, wಌe're very excited to be getting close, and to share the complete experience with you. This also means some of the most important work on Hades II is still to come, so may moonlight guide us!"

Hades 2 is coming to Switch 2 before any other console, and devs say "we know we can push some of the graphical features"

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//344567.top/games/hades/hades-2-just-got-a-huge-update-with-over-5-000-words-of-patch-notes-and-supergiant-says-were-now-starting-to-prepare-for-our-v1-0-launch/ EAkUebvX5yffyvfeKuR5aM Tue, 17 Jun 2025 17:34:41 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The latest iteration of Steam Next Fest is drawing to a close, but that's fine because I've not only found an excelle🅺nt roguelike at the very last minute, but it's sticking around after the Fest has wrapped up so we can all enjoy it a little long﷽er.

combines the auto-firing, skill-blending roguelike stylings of Vampire Survivors with a bouncy arcade homage to Breakout. As you venture into the city-sized hole left by an apocalyptic, city-destroying strike, the undead denizens 🍨march forth to force you back. To stop them, you'll spit out an endless stream of projectiles, which bounce and ricochet off your opponents, dealing damage with each strike.

Aim right🔥, and your projectiles will ping-pong around the backlines of your advancing enemies, stacking up multiple strikes as they go. Eventually, they'll make their way back out of those lines of infantry, flying back towards you. They might bounce chaotically around for a few moments, but if you're well-positioned, you can grab them early, shooting them back out towards your cursor to get the optimal ricochet.

Some projectiles are simple instances of ballistic damage. They'll ꩵbump into an oncoming enemy with no real stopping power, but their strength in numbers means they're an important part of your defenses. What's much more fun, however, are your 'special' projectiles. These might freeze, poison, or electrocute oncoming enemies, eventually letting you juggle a whole host of bonus damage effects that might further synergize with those basic projectiles from earlier; one upgrade means that a burning enemy will set fire to projectiles that hit them, which will then go on to deal additional damage to the next target they hit; a frozen enemy might shatter when they'reꦺ hit, dealing damage to units around them.

Those upgrades are the next part of Ball x Pit's Vampire Survivors homage. Certain upgrades fuse together - a ball of mud and an orb of poison combining to the AoE Swamp effect, or a slow-moving ball of metal synergizing with a lightning effect to shove a lightning rod into the heads of oncoming enemies. The correct combinations can even combine with each other, creating powerful fusions that stitch togetherﷺ a whole host of different effects, all while offering you extra upgrade space so you can do even more with your build.

When it all comes together, it's like a laser show of different effects, many of them sparking off one another to bounce madly around🔴 the arena, which gradually widens as you delve further into the pit. That means more units coming towards you at once, which means you're at greater risk - if an enemy reaches your end of the screen, it'll leap towards you, dealing damage. You've also got to consider where you stand compared to all those oncoming foes - more width means more room to manoeuvre, but it also means more enemies to get close too. Spend too long standing within range of an opponent, and they'll make you pay for it.

The Ball x Pit demo only grants access to one 15 minute run, which suggests that you'll be able to cook up even more on other maps. But staying alive for 15 minutes is no easy task, so you'll want to make use of your time outside the pit to level up. In an impressive piece of commitment to the bit, Ball x𝕴 Pit combines its city builder-style progression systems with yet another Breakout homage. To gat⛄her resources or complete buildings, you'll need to fire your units into them, hoping that as they cannon off one location they'll ping off another so that you can get as much as possible out of each day's harvest. It's not the most obvious solution, and it can be frustrating to waste an entire turn on a missed shot, but there's something to be said for sticking so closely to the brand.

I try out a lot of roguelikes in every Next Fest, and thiꦆs time has been no exception. But Ball x Pit immediately grabbed my attention. It would be a shame, then, that I waited so long to stumble across it, except for the fact that I only found it because the demo's being extended. That means you can still pick it up for a little while after Next Fest ends, 🦂which means that Ball x Pit is going to continue to entirely swallow up my free time for a good while yet.

My other favorite Next Fest roguelike is a Balatro-style take on slot machines that seems like it might be Localthunk's nightmare.

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//344567.top/games/roguelike/a-late-contender-for-my-favorite-roguelike-of-steam-next-fest-combines-vampire-survivors-with-an-arcade-classic-and-its-sticking-around-for-a-few-more-days/ rqdrRuax3BKMz8y4ycdgJU Mon, 16 Jun 2025 14:31:21 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The trials and tribulations that Balatro developer Localthunk went through to get his hit roguelike ꦫan appropriate age rating are well-documented. Sometimes, ratings boards don't really look past the idea of gam⛎bling to find out if that gambling is actually present. In the case of Balatro, common sense eventually prevailed. But for , which seems to have taken plenty of i🎀nspiration from Balatro, I don't think it's beating the allegations.

CloverPit is comfortably one of the biggest roguelikes in Steam Neไxt Fest, sitting in the top ten across all three major charts. I can instantly see why. It's a game that immediately plugs into all of the horror stories you hear about how casino designers get punters to stay in place for hours at a time. Before you sits a traditional slot machine, and it's your job 𒀰to use it to make increasing quantities of money, before the trapdoor floor beneath you opens up and sends you off to an unpleasant fate.

The slot machine functions as any traditional one-armed bandit might. You pull the lever, and the screen rolls around, paying out a small sum if you hit at least three of the same symbol in a row. Each round, you can choose whether you want to drop a small amount of money for a smaller number of spins, or increase your pay-in in hopes of a bigger payout. At the end of thr🌠ee rounds of spins, you'd better hope that you've made enough money back to pay off your debt.

The good news is that you've got multiple ways to﷽ improve your odds. The money you pay in does net you a small amount of interest, and if you manage to reach your next goal e♉arly, you'll also get an extra reward. There are also lucky trinkets that augment the stats of the slot machine; perhaps you'll get a free spin every so often, or increase the value of certain symbols while removing the likelihood of seeing others. There's a sense of buildcrafting even in the very early stages, and while luck does play a big part, you can certainly make some of that for yourself.

My favorite lucky charm is a maneko cat that pays out your banked interest every time you get three scoring combos in a si𒈔ngle roll, which can really set your money climbing fast. That synergized excellently with the one time I managed to net a full jackpot - every slot on the machine showing the exact same symbol. It was enough to carry me through multiple deadlines, showering me with interest at the end of every round.

Unfortunately, it also meant that it really started to sting when I didn't trigger the cat. And it really hurt when I didn't hit anything at all. Sadly, that's sort of the nature of slot machines - there's nothing you can do to ensure you hit, so you've just got to pull the lever again and hope you come up better the next time, or the time after that. Very quickly, I was nestled into a dangerous loop - paying in my fee, yanking on the level, scooping up my winnings and paying off my 🐈unseen creditor. I was constantly hoping for the little bursts of good luck - the charm triggers, the big combo - that would net me my next good windfall. Even writing this, I'm itching to jump back in. Localthunk might have beaten the gambling allegations with Balatro, but CloverPit isn't shy about its similarities to the poker roguelike, and this time, I think the house might win.

For a far more wholesome roguelike, Moonlighter 2 is so good that I'm planning to jump straight back into its predecessor.

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//344567.top/games/roguelike/this-balatro-style-roguelike-is-localthunks-nightmare-because-it-swaps-poker-for-a-literal-slot-machine-to-really-simulate-that-gambling-feel-and-its-steam-next-fest-demo-is-dangerously-addictive/ viUB3M73y2JqLf9P82mwGi Fri, 13 Jun 2025 17:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> 9 Kings is driving me to distraction. I've pushed my favorite build in this new roguelike city-builder to what I think is almost its limit, but I'm desperate to keep going just that little bit further, the fallacy of the cost I've sunk into this particular appro🎶ach ringing in my ears.

As the name suggests, each run of 9 Kings starts with the choice of one of nine kings (at least it will eventually - two are on their way in a later update). Your choice of king will influence your city, and by extension your playstyle. The King of Greed, for instance, is focused around a strong economy, with units that become more effective as your coffers swell. The Kingꦫ of Stone is all about hard-hitting siege weaponry, while tꦿhe King of Spells marches with an army full of spellcasters augmented by powerful magic.

But at the start of each run you'll also be pr🍸esented๊ with your enemies. A rebellious form of your own kingdom will be among them, but you'll also be fighting invaders from two or three other kings at any one time. Each in-game year will see a new invasion, and with each invasion you'll claim spoils - troops, constructions, or spells from your opponents' tech tree that you can use to build up your own city.

We built this city

9 Kings screenshot of a tile-based grid to set down buildings with a selection of cards showing options to add a quarry or ballista

(Image credit: Hooded Horse)

That city-building is surprisingly intricate. Starting on a map of just nine tiles, there's not much room to start setting up your strategy, and optimizing what space you do have is key. Different buildings layer their effects on top of each other, stacking buffs on the units you place between them - if you get everything in the right spot. Certain spells c♛an be used to free up tiles by destroying what's already there - but since they increase the power of adjacent tiles, you want to make sur🧸e you're getting the most out of each cast.

When everything does line up, the ranks and stats of your army can quickly be increasing exponentially. But kicking off that stacking improvement can mean being incredibly precise in the early game. And if the right cards don't show up, it's up to you to adapt on the fly -𓄧 I spent one run desperately hoarding gold because I'd 🌳accidentally found myself stealing scaling units from the King of Greed, and I needed as much cash on hand as I could get.

Ashes and Dust

9 Kings screenshot showing a base with various structures, including crop fields

(Image credit: Hooded Horse)

That can make 9 Kings' roguelike elements heartbreaking. Each year for 33 years will bring a new army to your door before a final showdown. In that time, you'll expand the 🌟borders of your kingdom, hear prophecies, and declare war or peace against enemy kings. All of these different decisions can weigh heavily on your chances of success; where's the best spot to unlock a new tile?; how do I take full advantage of this upcoming prophecy?; which king can I comfortably defeat, and which is likely to storm my castle?

With each year only offering one or two ways to ex𒁏ert your kingly influence, and only three successful invasions between a kingdom that thrives or perishes, every decision is made to count, often far more than you might originally expect. Often, an otherwise successful army can simply run out of steam if the cocktail of buffs you've been stacking up still can't cut it against late-game armies.

I've lost track of the number of times I've been sitting pretty approaching the final showdown, only for my frontline troops to suddenly fold in front of an onslaught of spells or siege engines. That is, admittedly, partꦐly my fault, because my favorite strategy is an aggro-heavy approach that relies on putting as much cannon fodder in front of my opponents as possible. The King of Blood thrives on massive armies of expendable units that overwhelm enemy troops.

9 Kings screenshot showing a battle against the King of Nature

(Image credit: Hooded Horse)

When any one of those units dies, Blood's cemeteries summon an impish replacement to take their spot on the field, while its Demon Altars gain strength from the life energy of the departed. It's an aggressive, entertaining twist on 9 Kings' otherwise slow🔴er, more gradual approach to gaining strength - simply overwhelm your enemies, and you'll often find yourself halfway through a successful run befo🍌re you even notice.

Unfortunately, it's at that halfway stage that things start to get tricky for my imps, who tend to evaporate in the face of larger armies. That's good news for my Altars, which summon increasingly powerful Demons every turn, but if 90% of your army is killed in the first few seconds of battle, there's very little that the remai💎ning 10% can do, no matter how many essences they've absorbed.

That's brought me to the real joy of 9 Kings. It requires such intricacy, such exact placement and planning in its late-game battles, that a single wasted turn feels like it can ruin a run. As it stands, I'm gradually pushing my way up through its endgame difficulty levels, attempting to master every different King and their varying playstyles, desperately trying to push each build just a touch beyond the record I set last time. It's an all-consuming, and often thankless task, but it's a testament to♊ the city-builder's roguelike setup that I'm prepared to keep coming back to try again.


9 Kings is out now in Early Access on PC. For more recommendations, head on over to our 澳洲幸运5开奖号码历史查询:Indie Spotlight series.

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//344567.top/games/roguelike/ive-sacrificed-millions-of-imps-in-my-new-favorite-roguelike-city-builder-but-its-still-not-enough/ ZYB4RJtd26jz86yxaaVSPC Fri, 13 Jun 2025 13:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> I can't quite wrap my head around Towa and the Guardians of the Sacred Tree, the first roguelike publisher Bandai Namco is releasing in its decades of existence, and a mostly satisfying 澳洲幸运5开奖号码历史查询:Summer Game Fest demo that otherwise made me wonder, what's the point?

Toꦏ Towa developer Brownie, whose game director Shuhei Yamashita – along with Bandai producer Daisuke Nagaoka – spoke to me through a translator, the point is that Tow✱a is "unlike any roguelike." But the undeniable fact is that Towa is actually a lot like Hades.

"We are very ♔inspired by Hades," the developers explained, "we have a great respect for [it], especially its action scenesꦬ. We use it as sort of a reference for [Towa], but Towa is not just [Hades]. We use it as a base, and we have added these values."

Most obvious, to me, is the pleasant, by-the-fire sense of togetherness Towa instills in you by being a game about companionship. You get to choose your lead tsurugi ("sword" in Japanese) and support kagura (which refers to a mystical staff) from a charming team o💟f ei⛦ght heroes sworn to serve the priestess Towa.

But, during my 30 minutes with Towa's demo, I wasn't as interested in the politics of the game's main campsite Shinju Village – despite it being heavy with red flowers, and evocatively stained with watercolor – than I was enamored with how good combat felt.

I'd decided to tap the "Virtuous Seeker" Nishiki, a sinewy Koi fish whose profile suggests he is a cannibalistic seafood eater, to be my tsurugi and the mean-looking girl with bangs, Rekka, to be my kagura; I'm a woman constantly in search🙈 of a Beauty and the Beast dynamic, w꧟hat can I say.

It worked out. The two had synergy. As I swapped between the two blade masters' swords each time one's power was depleted by performing hits, I started feeling saf📖e in the fact that♍ I was not alone. When one soldier became exhausted, I took comfort in knowing there was another to the side of her, ready to help.

Entering Towa's overgrown, monster-infested world as a duo instead of as one, vulnerable champion made for a strong sense of flow during battle; instead of constantly checking my health status with typical roguelike paranoia, I simply made sure to swap between my characters' weapons as often as if we were trading dance steps. To the game's credit, while its controls are more elaborate than the straightforward attacks in Hades, the flow Towa forces you into is conducive to ridiculous combos, which I was able to achieve with only a few minutes of experience. Also, the fish guy kept rolling around like a boulder made of mea💝t, which was awesome.

"One thing [about Towa] is that [we wanted to create] characters that have completely different silhouettes, so each i🍸ndividual character features a different silhouette," says the game's d✤evelopers. "That was more of a purpose [behind their designs] than a mythology."

So, I love that there's big guys and mean little ladies – as one myself – and I like how Towa feels like soda-popping through combat in a flashy game like Final Fantasy 16, but I can't get past the seriously explicit Hades refe🅘rences.

Greek tragedy

Ev🧸ery time I started 𓆏enjoying the particulars of Towa's world, I was confronted by Boons (called Grace in Towa), gates advertising the next level's prizes, and stations with replenishing waters – all important elements of Hades' combat loop and map layout. In Hades, these things have monumental meaning for the game's take on Greek mythology.

But, in the Towa demo I played, which didn't elaborate much on the game's story, these elements felt like they formed a scrapbook of wh♈at roguelikes its developers actually enjoy – they hadn't been diversified enough to distinguish from their source material. Each time I noticed them, I felt a little tug at the back of my head reminding me that I could be playing Hades – a game I already love and knꦛow well – instead. Since Towa and the Guardians of the Sacred Tree offers so much to enjoy in its duo combat, I don't understand why the game allows itself to be overshadowed by its inspiration like this.

Towa will be out September 19 on PlayStation 5, Xbox Series X|S, Nintendo Sw🍎itch and PC.

Flanked by The Duskbloods and The Blood of Dawnwalker, Code Vein 2 swoops into the vampire game renaissance by "improving" the lovably janky Soulslike RPG we got 6 years ago.

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//344567.top/games/roguelike/bandai-namcos-first-ever-roguelike-is-an-entertaining-direct-descendent-of-hades-with-anime-girls-but-i-wish-it-really-was-unlike-any-roguelike-the-way-its-devs-promised-me/ ZzLfYiFSYC9JrnkSQE22Bn Thu, 12 Jun 2025 17:28:32 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> I was immediately struck ✨by the elevator pitch behind Moonlighter - a roguelike where you play as a shopkeeper who's forced to become an adventurer to find wares for his store. But for some reason I never got around to pla🅺ying it. So when its sequel, Moonlighter 2: The Endless Vault, arrived in Steam Next Fest, I knew I had to rectify that.

Moonlighter 2 kicks off not long after the somewhat apocalyptic events of the first game, but this time in a new world. I won't go into specifics as to exactly what happens, but if you want a (spoiler-🤪filled) rundown, you'll find it right at the start of the game. Suffice to say that protagonist Will returns, in a new store with a landlord who's pretty keen on getting as much cash from him as possible.

That means that the store has to open, and Will has to find stock to put in it. With the help of the local blacksmith and potion seller, you'll have to dive into a portal, slaying the foes that lie within to collect the treasure that awaits at the end of each stage. Combat is a case of dodge-rolling around ranged attacks or beyond melee hits, ﷽weaving your own sword slashes between your enemies' onslaughtꩲs and using them to charge your own goopy ranged weapon.

It's decent fun (even if some of the platforming sections had me fuming), but it's im✱mediately elevated by Moonlighter 2's risk vs reward payoff. You have the option to end your run at any time, teleporting back to town with whatever loot you've been able to pick up already. That means that every decision to go onwards is laced with a touch of danger - if you don't manage to escape safely with your l🍸oot, it'll lose a lot of its resale value later.

Even holding onto loot is an interesting balancing act. The demo only gives you access to a relatively small backpack, which means that picking which loot to keep is an import♔ant decision. That's especially important because certain items synergize with others - in a recent run, I stacked up two items that would trigger their effect - adding their sell value to any normally-worthless Firew🌳ood in your pack - only when you arrived home.

That meant I was incentivized to fill my pack with kindling. Normally, Firewood is only worth a single gold piece, a price so low that it's not really worth picking up unless you alr✤eady have a way to augment its price. But having two of those items meant that I added 300 gold to each piece of wood once I got bac🥃k to town, turning this worthless fodder into high-value items that I could shift for hundreds at a time.

That price gouging only got better once I laid out my wares. Once you've collected your relics and returned to town, Moonlighter 2 becomes a shop management sim in which you can build on the combos you've already established in your pack. Each sales oppor🌞tunity lets you use Will's natural charm to bump up the price a little further by sweet-talking your customers, and boons earned over the course of each day stack up. In the end, one of those humble pieces of firewood might sell for 1000 times its original value, as a concoction of different effects all combine to drive up its price.

The actual selling was the part of Moonlighter 2 I was least interested in at the start, 🃏but as soon as I was given a target to aim for - 5000 gold earned in a single day - I was doing everything I could to push my wares as hard as they could go. Making sure to keep the shop as tidy as possible, all while rushing to replenish sold items and keep busy customers happy quickly became a task almost as fraught as battling my way through the mobs I'd earned t🐬he relics from in the first place.

I already knew that Moonlighter 2 was pretty much two games in one - a roguelike combined with a management sim. What I didn't appreciate was that it was actually three games in one, with an effective inventory management game thrown in for good measure. 😼Strangely, I think it shines brightest outside of the action - the roguelike is fun, but with so little of its upgrade paths available in the demo it was a bit limited. By contrast, I had far more fun than I expected in sorting out my pack and running the store - so much so that I'm pretty sure it's time I go back and check the original game out for myself.

Check out our list of the 澳洲幸运5开奖号码历史查询:best roguelike games.

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//344567.top/games/roguelike/theres-a-whole-management-sim-hiding-inside-one-of-steam-next-fests-best-roguelikes-and-i-might-prefer-shopkeeping-to-adventuring/ 2uPSnjq4KGcqhTXzVCpqSN Thu, 12 Jun 2025 14:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Lost in Random: The Eternal Die has me torn. There were times where I may as well have rolled a die or flipped a coin to decide on a final verdict. Then minutes would pass and I'd change my mind again. This is a sequel that isn't quite a sequel, a continuation of a story but framed within an entirely differen𒊎t genre, the same world but from another angle… it toys with you. In some ways I was thrilled, in others, disappointed. And yet, I couldn't stop playing it.

Sequels can be tricky, but in general you'll either get a self-contained story – fully accessible to newcomers, but offering an enriching experience for existing fans – or an exploration of themes and characters that only really make sense to those who have engaged with the original material. Lost in Random: The Eternal Die's storyline falls fairly solidly into the latter category, all while the gameplay gets a big refresh more in-keeping with the former. You don't have to be a roguelike fanatic to enjoy – and complete – The Eternal Die, it's a gentle intro to the genre with flexible difficulty settings. But to truly appreciate, 𓆉or extrapolate much of use from the storyline, you'll need to have played the first game.

Rogue roll

Aleksandra explains the premise of Lost in Random: The Eternal Die to the shopkeep:

(Image credit: Thunderful Publishing)
Fast facts

Release date: June 17, 2025
Platform(s): PC, PS5, Xbox Series X/S, Nintendo Switch
Developer: Stormteller Games
Publisher: Thunderful Publishing

The introductory cutscene is a🔯 quick succession of still-ish images and a voice-over that tells you a great deal of information with very little context. If you've ever sat, fully dissociating your mind from your body, as a friend explains the rules to their favorite board game, you'll understand a little of how this feels to a newcomer. Here's the Queen, here's her sister. She's dead. There was a war. There's a massive Black Dice and it's evil. This smaller die is your mate. You're the Queen now and you've fallen "into" the Black Dice. For some reason you now look like a child. That's your introductory 30 seconds, now fight.

As such, there's no time to feel anything for either the protagonist, or her late sister. This brief catch-up just isn't enough to entice new players fully into this world, it doesn't explain why they should care about Aleksandra and where they sit in the narrative. It's a fundamental rule of gaming – your players need to know what the stakes are before they roll the die. As satisfying as the combat is, the decision to return specifically to a story-rich world onl🌞y to ignore that potential is something I can't quite make peace with.

For those who battled through the first game – in contrast, a game packed with nuggets of story in an interactive world – Lost in Random: The Eternal Die's initial narrative can at least be pieced together. In terms of additional story, you get the occasional room which reminds Aleksandra of a few sentences of a memory, or you might bump into some 🔜familiar faꦛces who provide a crumb of lore here and there, but in the hunt for depth or emotional heft, you'll still come up short.

Using electric powers to chain strikes in Lost in Random: The Eternal Die

(Image credit: Thunderful Publishing)

Reviews for the first game often pointed out issues wiღth the combat, but raved about its wonderful, whimsical, Tim Burton-esque world with its rich story and interesting characters. There were hints of secrets yet to be uncovered and stories to be unearthed, only for Lost in Random: The Eternal Die to give us… nothing. The sequel, curiousl🤪y, seems to have done a complete U-turn. Now we have crunchy, quick, tactile combat that feels varied and rewarding, but the story – the very thing that will draw many players back to the series – lands with a half-hearted thump. It leaves me wondering who the decision to move away from story-first writing serves.

It's frustrating. You feel tantalized, like something of substance might just be out of reach. For players who spent hours in Random the first time around, facing Aleksandra as the Big Bad, there's not enough here to put you firmly on her side, you're just plonked into her shoes and asked to care. I just wanted a bit more, something akin to Hades 2, or even 澳洲幸运5开奖号码历史查询:Inscryption, where story and gam♎eplay sit comfortably next to each other, each weighted with the same importance. That's what Random deserved.

The Visionary, an orb with a face, shares some wisdom in Lost in Random: The Eternal Die:

(Image credit: Thunderful Publishing)

At a certain point you have to put the story asideཧ, though, and accept that it isn't forthcoming. It's a shame. But there is still a lot to love about Lost in Random: The Eternal Die. Combining four gorgeously gothic biomes, intelligent enemy patterns, satisfying combat, and responsive, flexible weapons – as a roguelike it ticks all the boxes.

You can employ your t🔜rusty die, Fortune, to spice up gamepᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚlay with a randomized twist.

The original game's combat was divisive, but The Eternal Die's gameplay feels like such a perfect fit for the environments and enemies dreamt up for this world. Poison-spewing frog-like creatures rise out of swamps and limping knights prod you with spears tipped with fire, bosses 🧸cycle attacks with variation and rhythm, but still provide a solid challenge. The dark atmosphere is a little watered down in the isometric view, but it still feels thematically consistent with Random's aesthetic.

Aside from a few lagging or momentarily confused foes in the more populated areas, you can't fault the combat. It's rewarding, responsive, and allows you to be creative in your approach. Alongside traditional fighting, you can employ your trusty die, Fortune, to spice🔴 up gameplay with a randomized twist. Throwing him at enemies deals damage dependent on the number rolled, and some relics imbue specific numbers with additional powers, like fireworks or poison shots.

Managing relics in the inventory in Lost in Random: The Eternal Die

(Image credit: Thunderful Publishing)

These relics have a chance to pop up in every cleared room, or in shops fronted by the gregarious traveling saleswoman, Mannie Dex. They change various elements of the game, strengthening your abilities, granting boosts, or increasing loot d🤪rops from enemies. The maps are randomly generated, so you'll find some packed to the rafters with bad guys, while others host shops, NPCs, memories, healing fountains, games of chance, etc. Relics have colors that benefit 💝you even further if they match in your inventory, and any lore collected is held within a journal so you don't lose your way.

There are four key weapons to ♐choose from, each offering different playstyles, from a heavy-handed hammer that deals great clangs of damage, to the nimble bow that allows you to deftly pick off foes from afar. When you die, you are returned to the discard pile, a place where allies await your triumphant return, and offer you boons and upgrades bꦫetween runs. You can enhance your weapon of choice with different perks, and earn Blessings for yourself that boost your health, abilities, and damage dealing.

Roll up, roll up

A ring-based mini-game in Lost in Random: The Eternal Die

(Image credit: Thunderful Publishing)

Over time you become stronger and better prepared for the games and fights that await you. One by one, you'll take down the bosses and open the way for an unspecified but assuredly positive future. It is ꦗexactly what you expect from a roguelike. Nothing majorly unique, but crafted down to the smallest detail.

There are many such little details that show how much potential The Eternal Die has. Sprites and locations are beautifully drawn, the voice acting and sound design is exceptionally good quality, and – stripped of any story-rela🌺ted expectation – the gameplay compels you to jump right back in for one more run. However much I may have been disappointed in the narrative, I can't deny I played it until the earlꦰy hours on multiple occasions just to beat that one boss or advance one more level.

A snow boss in Lost in Random: The Eternal Die

(Image credit: Thunderful Publishing)

There is so much to explore in Random, a world with whispered history, brutal class divides,𝔍 brewing generational tensions, and wondrous occurrences fuelled by magic. The decision to skirt over much of this in favor of revealing a few snippets of information between combat-only sequences seems odd, even when those combat periods are of good quality.

Fans want more of this world, for its secrets and mysteries to reveal themselves, and newcomers could have been equally hooked by a rich story. Were this another generic roguelike with no narrative promise, perhaps I'd have been less harsh, but to pick a world so ripe for storytelling and squan🍷der it seems an unnecessary gamble over an easy win.


Lost in Random: The Eternal D🔯ie was revie🀅wed on PC, with a code provided by the publisher.

Craving more runs? Check out our 澳洲幸运5开奖号码历史查询:best rougelikes ranking!

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//344567.top/games/roguelike/lost-in-random-the-eternal-die-review/ sUG3KJuAQVXqvuyouwsq9m Tue, 10 Jun 2025 13:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The aesthetic of is a little all over the place. It's an edgy parkour game in the style of the 澳洲幸运5开奖号码历史查询:Ghostrunner games, except my character is a furry fox, and the targets at which his blade is aimed are not the robot soldiers of an oppressive regime, but evil fruits which drop arcade-style coins and when you kill them. But for all that eclectic collection of vibes, I found its 澳洲幸运5开奖号码历史查询:Steam Next Fest demo to be extremely fun - even before I🐽 found the panda gu♛n.

As your samurai fox (or one of three other animal warriors), it's your job to slice throug♎h waves of corrupted fruit in an attempt to reclaim a sacred orchard. Conveniently, these fruits are hanging around in a freerunner's dream - an arena of tall, wide pillars that enable plenty of wallrunning and airdashes. It's a little more eclectic than the carefully curated freerunning arenas of Mirror's Edge or Ghostrunner, and the hordes of enemies make for somewhat less precise katana-ing, but it's still a satisfying playground.

Chop through enough fruit and you'll clear the stage, using the coins they dropped to buy powerups, like extra dashes,💝 more HP or speed, or extra upgrades for the drone that accompanies you through each level, blasting its weapons every few seconds to help you thin the waves of enemies in front of you.

Getting through the enemies quickly is important not just for your overall progression, but because High Fructose further confuses its vibe by having you create smoothies on the fly. At the start of a run, you can pick a recipe, each of which is made by slicing open the corresponding number of fruits. Killing two strawberries, for instance, grants extra HP and a seed that can be used for further ෴upgrades, but choosing the recipe that requires four strawberry corpses summons some mobs that fight for you.

Eventually, you have a whole book of recipes on hand, creatin🎉g cocktails of fruit-based buffs. The idea is to regularly switch between them, taking out one list of foes to gain their bonus, then changing to another. The more recipes you complete, the quicker you can swap, and the faster you sh✨ould get through a level, and the more coins you should be able to collect.

Eventually, I found a recipe called Cherry Cataclysm, which reduces the cooldown on your drone's weapons for 11 seconds if you can dispatch a few of High Fru🦂ctose's snake-like cheꦡrry monsters. For the heavily drone-based build that I'd been cooking up, this was already excellent news, but then I stumbled on the guns that shoot bears.

High Fructose

(Image credit: Chazak Games)

Brown, black, and panda bears could now all be shot out of my drone every few seconds. And when I managed to cook up my Cherry Catacylsm, th꧋ey'd fire even faster, until any attempt I might make to find and cut up a fruit was often stymied by a rampaging ursine that g💜ot there before me. Within just a few seconds, each stage was overrun by roaring, shaggy allies who'd chase down any fruit, deafening me in the process.

Is it how High Fructose was supposed to be played? I'm almost certain that the answer is no. But among all the samurai freerunning elements, I'm impressed to see that it's actually prepared to let you approach its roguelike systems🥂 however you like. A given build might focus on enhanced speed or more attacks, but if you give me a panda gun I'm absolutely going to use it, even if it messes with m⛎ost of how the rest of the game was clearly intended.

I lost all my progress in a single catastrophic fall in this impossibly hard open-world Steam Next Fest demo, and I'm not even a tiny bit mad about it.

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//344567.top/games/roguelike/im-convinced-i-broke-this-roguelike-freerunning-steam-next-fest-demo-after-i-found-the-gun-that-shoots-pandas-in-its-blend-of-ghostrunner-and-fruit-ninja/ PSPy4PxXT9kGm4W4pAQMWi Tue, 10 Jun 2025 11:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Caves of Qud, a fractally dense sci-fi roguelike RPG that generates dense and memorable fiction as easily as you and I exhale, was a smashing success even before it 澳洲幸运5开奖号码历史查询:launched on Steam in version 1.0 last year. But that launch brought a massive wave of players to the game, with co-creator Brian Bucklew saying it went "100x b꧟etter than anything we ever expected" at the time.

This month, that "we m꧂ade enough from launch to work on Qud for a couple more years at minimum so we're using the time to get up to some extreme bullshit" – a mix of good news, and better, but also threatening news.

Caves of Qud is a near-peerless bullshit generator as-is. It thriv🏅es on absurd twists, humiliating deaths, unexpected victories, and shattering rꦫevelations found in the unlikeliest places. It boggles the mind to imagine an even more out-there version of the game.

"We hope to repay the amazing outpouring of love with a lot of shit that will make people go 'hahaha what the absolute fuck, man,'♏" Bucklew added.

This all started discussing a mobile port of Caves of Qud, reckonin💙g that "all you proles will finally be able to experience it and see the light" once the game jumps to ♔phones.

On the topic of a mobile port, which has seemingly been in the works in some capacity for several years ( more platforms are coming), Bucklew said "its so hard but we are fuckin doin it🍎. localization too. team is at unbelievable power levels atm."

"Unbelievable power levels" is as good a description of the Caves of Qud team as any. Yo🎃u'd be hard-pressed to find a game that has squeezed more juice out of a universe, wrought and wrung by the hands of a pretty darn 💮small development team.

After 17 years of work on D&D-inspired roguelike Caves of Qud, co-creator says "I personally have lost my mind and started posting about my dark desires to drop off the grid."

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//344567.top/games/roguelike/caves-of-qud-dev-says-they-made-enough-from-launch-to-work-on-this-roguelike-rpg-for-a-couple-more-years-at-minimum-so-were-using-the-time-to-get-up-to-some-extreme-bulls-t/ BYfDNML9qRAdiqTzkCZVH3 Mon, 09 Jun 2025 17:12:25 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Ubisoft decided to bring back Prince of Persia last year after an almost decade-and-a-half absence, with both 澳洲幸运5开奖号码历史查询:Prince of Persia: The Lost Crown and Dead Cells co-developer Evil Empire's 澳洲幸运5开奖号码历史查询:The Rogue Prince of Persia entering early access. And despite the former being so good that 澳洲幸运5开奖号码历史查询:Ubisoft disbanded the team behind it, Rogue Prince is stil꧒l in active d𝓀evelopment, with the game finally getting a 1.0 release date.

While Ubisoft skipped a Summer Game Fest showcase this year, it was still present during the , where we were given another look at The Rogue Prince of Persia with a new trailer, followed by the confirmation that the game is fully releasing sometime in August 2025 (unless 澳洲幸运5开奖号码历史查询:Hades 2 decides to release that month).

Evil Empire went into more detail about the upcoming release on the game's , confirming more about the update. The post reads, "We need to finally finish the story, so we'll be adding an extra biome at the same stage as the Tower 𒊎of Oblivion and the Temple, as well as a final biome, and of course, the big bad final boss - the infamous King Nogai."

However, just because there's the final boss doesn't mean that the team is done there, with the post adding "PLUS the 'third act' of the story, which has a true ending to discover and♛ where you'll finally meet the Prince's father, the King of Persia."

Currently, the game is only available on PC during the Early Access period, but it's also only confirmed for a PC launch in August. However, if you look at Dead Cells – which launched into early access back in 2017 – the full launch arrived alongside ports to PS4, Xbox, and Switch versions of the game, so hopefully we'll see the same thing this time around. Perhaps the announcement could come in a Nintendo Direct; th🅠ere's usually one of those every June.

Hollow Knight: Silksong is releasing "before" the Holiday season, Team Cherry says, and isn't "tied to a console release" like the Xbox ROG Ally.

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//344567.top/games/roguelike/dead-cells-co-devs-slick-prince-of-persia-action-roguelike-gets-a-full-release-this-august-and-youll-finally-meet-the-princes-father-the-king-of-persia/ BgMhyBtR8apz78YC6gmEwU Mon, 09 Jun 2025 13:19:25 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Mewgenics, which was first announced in 2012 and has somehow survived both a cancellation and a closure of its original studio, finally has a release dat♔e.

During the PC Gaming Show, a new trailer confirmed that the roguelike strategy game in which y🐟ou breed dozens, if not hundreds, if not thousands of different cats, will release on February 10, 2026. It's an interesting pre-Valentine's treat, but hey: love is love.

The new trailer is just as unhinged as the last one, and th🌊at was a musical number featuring adult humans in terrifying cat masks. This one does at least feature a little extra gameplay, but the focus is at least partly on the narrative arc between an unfortunate vet and a very angry cat.

If you're wondering exactly why a game quite as strange as Mewgenics has drawn so much excitement, it's because it's the latest game from The Binding of Isaac and Super Meat Boy developer Edmund McMillen. And if you're a fan of his work, you'll know that cat eugenics isn't all that weird; from the visceral platforming of Meat Boy to the often poop-based shenanigans of Isaac and his spin-off pal Bum-bo, all the way to Mewgenics, this is a wheelhouse designed, built, and maintaine💝d by McMillen and his team.

Mewgenics' developer is pretty excited about it, recently ꦅreferring to the new game as the "most exciting" one he's ever developed. For a dev with a prominent back catalogue of projects, one of which he's been maintaining for years, that's certainly a big statement൲.

Make sure you don't miss a single announcement with our 澳洲幸运5开奖号码历史查询:Summer Game Fest schedule 2025.

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//344567.top/games/roguelike/legendary-roguelike-dev-behind-the-binding-of-isaac-finally-reveals-the-release-date-for-his-cat-eugenics-strategy-game-13-years-after-it-was-originally-announced/ H6M8xSPZmrVEaykWWKiVXf Sun, 08 Jun 2025 21:30:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Patapon's unique cocktail of rhythmic strategy has been missing for far too🅺 long, but a spiritua🐭l successor made by Patapon veterans finally has an early access release date.

For those unaware, developers who worked on the cult classic PSP series jumped to a few y♚ears ago and managed to raise a whopping $1.5 million (219,314,335 yen) to fund a roguelike successor called Ratatan. It still has a gorgeous style and combat that has you syncing up commands with the beat, but this time, the cutesy little sold💞iers will chant rat-ta-ta-tan as they march into battle.

At the 澳洲幸运5开奖号码历史查询:Summer Game Fest 2025 adjacent Day of the Devs show💮case, developer Ratata Arts gave us another adorable look at the game alongside an incoming early access release for folks on PC: July 25. But if you simply can't wait to get your hands on the roguelike spin, then there's also a free available now, featuring two toe-tapping worlds, online co-op, and four ratatans.

The full game was originally planned for release on April 2025 on PC, PS5, Xbox Series X|S, and the Nintendo Switch, but it now just has a nebulous '2025' w♏indow. Either way, Ratatan's inbound early access launch i♋s a promising sign that the full game isn't too far behind.

"Feel the beat and use rhythm sequences in time to o𒅌rder your Cobuns in the direction you want them to go," the game's storefront description explains. "Since the Ratatans c💮an be moved freely, your judgement to decide where to give orders, where to position the ratatan, and when to retreat is critical."

For now, check out some other 澳洲幸运5开奖号码历史查询:upcoming indie games of 2025 and beyond.

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//344567.top/games/roguelike/patapons-creator-raised-usd1-5-million-on-kickstarter-to-fund-the-psp-classics-spiritual-successor-and-the-roguelike-now-has-an-early-access-date-after-two-years/ KAtCVo5q6GUJLxE9DSG9LV Sat, 07 Jun 2025 12:48:26 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Like a prize fighter, Elden Ring Nightreign seems to be making a fantastic comeback – its Mixed S🧸team reviews have started crawling back to 🙈a 75% Mostly Positive rating after developer FromSoftware began rolling out useful patches this week.

Before Nightreign even came out, FromSoftware seemed to have been worried about what players would think about the co-op roguelike – it isn't quite like anything else the 39-year-old developer has released up until now. Producer Yasuhiro Kitao even went out of his way to thank players for "bravely" picking u💜p Nightreign, despite the fact that it "has some peculiar aspects to its game design and is different from our recent titles in various ways."

So patch 1.01 self-consciously issued some vague balance changes and bug fixes ahead of Nightreign's release, and, more recently, patch 1.01.1 made it so heroes going solo could revive up to thre𝓀e times per night-time boss battle run.

This took care of people on Steam grumbling about Nightreign's single-player difficulty (though, it's not like that stopped determined Nightfarers from 澳洲幸运5开奖号码历史查询:completing the game alone), and FromSoftware also now promises duo support to those who are, instead, feeꦆling lonely all by themselves.

"We will continue to provide post-launch support, including DLC scheduled for later this year, as well as adding a two-player mode," FromSoftware 澳洲幸运5开奖号码历史查询:explained on Twitter. Originally, director 澳洲幸运5开奖号码历史查询:Junya Ishizaki told IGN ♌that duos were "simply something that was overlooked during development [...], so we're very sorry🌸 about that."

Now that FromSoftware has plans to rectify the situation, everyone ღmust be happy, righ🎉t? Everyone's getting their needs met?

"Hardes🌊t boss in the game is called 'Friendless, The Loner Player,'" says with over 1,300 "helpful" ratings as of writing. I'm🦹 not sure FromSoftware can help with that.

Elden Ring Nightreign director has soloed every boss "without relics," and he wants fans "to know that this is very possible" despite concerns over difficulty.

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//344567.top/games/roguelike/elden-ring-nightreign-recovers-faster-than-a-two-phase-boss-hitting-mostly-positive-reviews-on-steam-as-fromsoftware-drops-patches-to-improve-the-solo-and-duo-experience/ K3ZnTtf9igHZZyyiQfmT5h Wed, 04 Jun 2025 20:55:53 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Balatro creator Localthunk ha🎉s never shied away from sharing his opinions on anything topical, and in that grand traditionಞ he's now railing against one of the most universally hated aspects of modern video games: microtransactions.

澳洲幸运5开奖号码历史查询:Balatro's wild success story can be attributed to a range of factors, not least of which is its engrossing roguelike/poker gameplay loop, but surely its clean, adဣ-free UI and lack of microtransactions didn't hurt. There's also little doubt that Localthunk could make a pretty penny by opening up Balatro to optional purchases, but thankfully the solo dev haꦡtes that sort of thing just as much as the rest of us.

"The honest reason I don't have microtransactions/season pass/ads/100 DLCs/etc in Balatro isn't ju🐻st about the ethics of those practices but because when I play other games that have those things it makes me want to put my computer in the dishwasher and set it to pots & pans," Localthunk shared in a post on .

"Like I get why people add t𓂃hose things but you're shooting your UX in the foot if players are having their🃏 first impression and also being bombarded with a bunch of nonsense that isn't actually the game."

As a mobile-friendly game, and an extremely ☂successful one at that, it's rare and refreshing that Balatro is such a straightforward buy-and-play experience. As Localthunk said elsewhere, "there's like a 95% chance that if the game is [free-to-play] then the main menu UI is more complicated than the actual game UI."

And if you're wondering, Localthunk says this wasn't a targeteꩲd dig at 🌸any specific game. But when asked about Marvel Snap, the dev added "I'm not letting them off the hook either."

"I might have exhausted all my luck": Balatro God-King hits lucky streak so powerful that 1-in-1 billion odds don't even begin to describe it

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//344567.top/games/roguelike/localthunk-says-balatro-doesnt-have-microtransactions-because-when-i-play-other-games-that-have-those-things-it-makes-me-want-to-put-my-computer-in-the-dishwasher/ oyj9ihVdbRK2Z7YQXHETai Wed, 04 Jun 2025 19:29:07 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> With 澳洲幸运5开奖号码历史查询:3.5 million sales already behind it, 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign was bound to get broken by its small country of players at ꦰsome point – though, FromSoftware streamer Peeve proves one ambitious sorcerer is enough to get the job done, if they stack their perks correctly.

"Actually had a busted run in Nightreign earlier today," Peeve writes in a June 2 . "I stacked four separate 'cast while walking' perks at the same time, and it got genuinely stupid lol." In the accompanying clip, 💛Peeve's character – Executor, a class based on parrying, so his blocking stance forces him into a slow walk – saunters with his katana out. Rainbow magic splats around him like sloppy joe mix.

In a longer YouTube video showing off this "insane slow walk build," 🐭as Peeve describes it, the streamer equips his level 11 character with what looks like passive "while walking" flame of frenzy, glint storms, create wraiths, and red lightning buffs. As Peeve's Executor trudges forward in his defensive pos🗹ition, these powers pulse across the screen in flashes of never-ending light.

"Vampire Survivors build," Peeve declares, which was also the first thing I thought when I first saw their gameplay clip on Twitter. Like poncle's 澳洲幸运5开奖号码历史查询:bullet heaven game – in which you can use anything from a barrage of throwing knives to the vanquishing stink of garlic to keep beasts ꦓat bay – Peeve's "while walking" build is goofy, flashy, and overwhelmingly cool.

"This is the first [time] I've seen something this fucking stupid happen," Peeve says. But, with🅠 3,499,999 other Nightreign players in the queue, it probably won't b๊e the last.

Elden Ring Nightreign director says asset reuse is contentious, but FromSoft doesn't consider it a "one-to-one copy-paste" - it's just "an efficient way to build these games."

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//344567.top/games/roguelike/elden-ring-nightreign-wizard-accidentally-discovers-4-perk-stack-that-turns-the-game-into-vampire-survivors-bullet-heaven/ m2odafQPHY4LHiRFYDXpma Tue, 03 Jun 2025 20:56:25 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The Elden Ring Nightreign Duchess quest sees you delving into the past of the mysterious priestess of the Roundtable Hold, collecting materials and letters in Limveld. It's not the most complicated or challenging of Remembrances in 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign but has a few sticking points along the way.

The first major challenge is collecting armament maintenance materials for the Wylder, then later on you need to find a letter somewhere out in Limveld, speaking to the Wylder, Raider, and Revenant between all that. Finally, you've then got to🐼 venture down to the Hold's crypt, which isn't clearly marked on the map. So, having finished this personal quest myself, I've laid out all the steps below to complete the Duchess Remembrance in Elden Ring Nightreign.

Elden Ring Nightreign Duchess Remembrance walkthrough

Elden Ring Nightreign Duchess Remembrance quest chapter 3 of journal

(Image credit: Bandai Namco)

The Duchess Remembrance quest in Elden Ring Nightreign consists of four major parts that unlock at Chapters 3, 5, 6, and 8 in the Duchess' journal.

Obviously you already know 澳洲幸运5开奖号码༺历史查询:how to unlock ꦿDuchess in Elden Ring Nightreign, so now you need to play any Expeditions as her to unlock memory fragments that reveal more chapters in her journa♕l until you can begin the Remembrance quest. Then, here's what you need to do ജto complete each chapter of the quest:

Elden෴ Ring Nightreign Duchess Reme✱mbrance Chapter 3

Elden Ring Nightreign Duchess Remembrance quest Duchess talking to Raider about Wylder

(Image credit: Bandai Namco)

For the beginning of the Dꦗuchess' Remembrance,꧃ you need to first help a concerned Raider:

  1. Speak to the Raider in the main Expedition room of the Roundtable Hold.
  2. Speak to the Wylder in the small room adjacent to the journal room.
  3. Go back to the Raider and talk to him again.
  4. Start any Expedition and follow the red marker towards the southwest corner of the map to find armament maintenance materials. Rather than heading straight to the marker, you should definitely level up a few times first – I recommend being at least level 5.

Elden Ring Nightreign Duchess Remembrance quest armament maintenance material location marked on map

(Image credit: Bandai Namco)
  1. Kill the Guardians of the Dew at the red map marker. This is essentially a minor boss fight against three Erdtree Guardians – nothing too challenging.
  2. Collect the glowing Golden Dew plant – this is the armament maintenance material you need.

Elden Ring Nightreign Duchess Remembrance quest collecting golden dew plant in limveld

(Image credit: Bandai Namco)
  1. Finish your Expedition, whether that's by dying to a boss or slaying the Nightlord at the end, to get back to the Roundtable Hold.
  2. Speak to the Wylder in the same place as before to give him the Golden Dew. He'll give you some Faded Iron Coins in return.
  3. Go back to the Raider and exhaust his dialogue.
  4. Find the Revenant in the Garden area and exhaust her dialogue.
  5. Find the Iron Menial in the library/Visual Codex room, speak to him about the Wylder's condition, then conclude the Remembrance.

For completing this chapter, you'll get the Golden Dew relic as a reward.

Elden Ring Nightreign Duchess Reme🐭mbrance Chapter 5

Elden Ring Nightreign Duchess Remembrance quest examining glowing item and flour footprints

(Image credit: Bandai Namco)

Now the Iron Menial is worried the Wylder has gone missing🌳, so it's up to you to find him:

  1. Check the pile of rocks next to the Roundtable where Wylder often perches and examine the glowing item.
  2. Follow the white powder footsteps into the dining hall and examine the glowing item on top of the chest of drawers with various cooking utensils on top. You'll then see a message that says, "A rich aroma drifts from elsewhere".
  3. Head into the garden area and you'll see another message that says: "A rich aroma drifts from somewhere nearby". This adds a marker to your map pointing you to an outside corner of the Roundtable Hold.
  4. Go to the marker on your map and examine the plate of bread on the floor next to the Wylder.

Elden Ring Nightreign Duchess Remembrance quest bread location in roundtable hold marked on map

(Image credit: Bandai Namco)
  1. Eat the bread and then exhaust Wylder's dialogue. You'll be given Pita Bread as a key item at the end.
  2. Speak to the Iron Menial in the dressing room about the pita bread (if you've unlocked the dresser, this is where you can change 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign skins for each Nightfarer), then conclude the Remembrance.

After concluding this chapter, you'll unlock Duchess' Chalice, a new vessel for relics.

Elden Ringܫ Nightreign Duchess Re🔯membrance Chapter 6

Elden Ring Nightreign Duchess Remembrance quest Duchess talking to Raider in dining hall

(Image credit: Bandai Namco)

After a revelation, the Duchess has doubts about the quest at hand. This is what you💙 need to do to complete this Remembrance chapter:

  1. Read the note on the roundtable.
  2. Speak to the Raider in the dining hall. Choose the "maybe we shouldn't defeat the Nightlord" conversation option and exhaust all dialogue. While not essential, it's also good to choose the "About Weathervane" option when chatting to the Raider.
  3. Start any Expedition and head to the red marker towards the northeast corner of the map.

Elden Ring Nightreign Duchess Remembrance quest weathervane's letter location marked on map

(Image credit: Bandai Namco)
  1. Kill the three Fallen Mercenaries that appear when you approach the gravestone at this map marker. If you're at least level 5, this shouldn't be too difficult.
  2. Once the mercenaries are dead, collect the glowing item from the gravestone, Weathervane's Words.

Elden Ring Nightreign Duchess Remembrance quest collecting Weathervane's Words from the grave in Limveld

(Image credit: Bandai Namco)
  1. Finish your Expedition and get back to the Roundtable Hold.
  2. Speak to the Raider in the same place as before and choose the "Share Weathervane's message" option then finish the conversation.
  3. Head to the shore area and speak to Revenant. Choosing the "Ready armament" option triggers a boss fight with her, exactly like the one required to unlock Revenant in Elden Ring Nighreign, this time on the Hold's shore. If you die, you can start the fight again as though your death never happened.
  4. Defeat Revenant, then exhaust all dialogue when she yields. She'll give you the Crown Medal relic, then you can conclude the Remembrance.

Elden Ring Nightreign Duchess Remembr♔ance Chapter 8

Elden Ring Nightreign Duchess Remembrance quest blessing iron coin at roundtable

(Image credit: Bandai Namco)

The Duchess renews her resolve. Here's what you need to do to complete the final Rem༒embrance for the Duchess' Remembrance:

  1. Approach the Roundtable and bless the iron coin. You'll receive the Blessed Iron Coin item afterwards.
  2. Go down the stairs below the Small Jar Bazaar to reach the crypt.

Elden Ring Nightreign Duchess Remembrance quest crypt location marked on map

(Image credit: Bandai Namco)
  1. Speak to the Iron Menial in the crypt and give him the blessed iron coin.
  2. Speak to the Wylder in the dressing room and choose the "Let us defeat the Nightlord" option.
  3. Go back to the crypt and talk to the Iron Menial again, then you can conclude the Remembrance.

Elden Ring Nightreign Duchess Remembrance quest Duchess talking to Iron Menial in the crypt with new Remembrance outfit

(Image credit: Bandai Namco)

With that, you've completed the Duchess Remembrance quest in Elden Ring Nightreign, unlocking the ninth and final chapter of her journal, the Blessed Iron Coin relic, and the Remembrance skin.

Elden Ring Nightreign Duchess Remembrance lore

Elden Ring Nightreign Duchess Remembrance quest final chapter of her journal

(Image credit: Bandai Namco)

I've kept exact plot details out of the above Remembrance walkthrough on purpose, but if you're still confused as to what transpired in the E✱lden Ring Nightreign Duchess Remembrance, here's a summary of the main plot points and revelations:

  • The Revenant tells the Duchess that the Wylder is dying and that she must decide whether he should continue fighting or be benched. The Iron Menial says that Wylder can still fight and will surely die anyway when the Nightlord is slain.
  • The Duchess and the Wylder are siblings. Upon learning this, she starts to have second thoughts about killing the Nightlord as it means she'll lose him.
  • The Raider had an apprentice under his wing called Weathervane who vanished after they had a falling out. It turns out Weathervane died a warrior, fighting mercenaries.
  • The Revenant thinks the Duchess is a coward because of her reluctance to finish the fight and challenges her to a duel. In defeat, Revenant reminds Duchess that her immense power also comes with the burden of duty – as the Rountable Hold's custodian, she must see her quest through to the end. Revenant also thinks that the Duchess hates her because of the savage beating she received.
  • When the Nightlord is defeated, the Roundtable Hold will disappear from the outside world along with the Duchess as its custodian. Everyone else will be sent back to where they came from.
  • The Duchess insists that the Iron Menial goes with Wylder when this is all over to protect him rather than staying with her until the very end.
  • The Duchess pickpockets something from the Wylder's armor which she fashions into a barrette hair clip, which explains the different hairstyle seen on her Remembrance skin.

As is normal for Elden Ring, it's quite a tragic story for the Duc𒅌hess, bu▨t at least you got some useful rewards out of it.

Completing runs is vital to unlocking more chapters of this remembrance quest, so make sure you're clued up how to beat the Elden Ring Nightreign Gaping Jaw boss and the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Sentient Pest!

© GamesRadar+. Not to be reproduced without permission.

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//344567.top/games/action-rpg/elden-ring-nightreign-duchess-remembrance-quest/ WRMWR3kNWNqvHGH9YS3i8M Tue, 03 Jun 2025 15:25:09 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The luckiest Balatro run I've ever seen was so fortunate th🌊at I can barely even write down just how good it truly was.

In a clip poste🍸d to Twitter last week, steamer Yahiamice said "I think I might've exhausted all my luck for the rest of the year." Starting at the very beginning of his Balatro run, he tells his chat "you're either a doubter or a winner, and today, we're doubting."

That doubt was short-lived, however, as he found a Stuntman joker o🦄n his very first pack, kicking off the run with very f🦩ortunate 0.5% odds.

Stuntman put Yahiamice in a great position. It limits hand size, but gives each played hand a massive 250 bonus chips, kicking off punchy H🔴igh Card runs. Finding that right at the start of the game, was, to quote Yahiamice, "so good," granting more than 17,000 points from a single card off a single hand. That's thanks to playing on the Plasma Deck, which averages out a hands' Chips and Mult scores, meaning that all those bonus chips went even further than normal.

The run of good fortune continued. The problem with digging too deep into any one strategy in Balatro is that a particular boss might stop your run in its track✃s. To help with that, Yahiamice picks up the Director's Cut voucher, which lets him re-roll a Boss Blind once, only to immediately find the Retcon upgrade, which lets him re-roll that Boss as many times as he likes, at odds of 6.25%.

There is a dip in that good fortune – Yahiamice finds the Blueprint joker, whichജ would have copied the Stuntman's effect, but doesn't have enou♐gh money. Not long after that, however, his chances pick up. Opening up an Arcana pack, he decides to chance it on a Wheel of Fortune – a card that grants 1-in-4 odds of upgrading one of the player's Jokers.

Mathematically, those odds might be 25%, but anecdotally, they are not – in fact, players' experience of Wheel of Fortune were so unlucky that Balatro creator Localthunk had to come out﷽ to vouch for its odds.

Yahiamice didn't fall prey to that, however, claiming a very helpful Foil upgrade to elevate his Stuntman even further than before. But then the same thing happened on his next three Wheel of Fortunes – each time, those 25% odds delivered, and each time, they delivered the 33% chance of a Foul upgrade that the streamer was looking for. And in between, he finds the perfect Red Seal King card from their Certificate Joker, and use a Judgement Tarot card to pull out the Brainstorm Joker, which further buffed up their Stuntman start. By the time he reached the final round of Ante 8, he was able to hit the 200,000 score threshold༺ with a single card.

If you're struggling to keep up, the good news is that Yahiamice has done most of the maths himself. The odds on that first Stuntman Joker were already 1-in-200. Getting the perfect result on four Wheel of Fortune pulls in a row offers odds of 1-in-5,000. Add to that the odds behind the Vouchers, the Red Seal King, and finding Brainstorm, ওand the streamer calculates odds of 0.00000000072%.

Now, I tried for some time to boil that down to an accessible number, and I think it means the chances were 72 in 100 billion, which I think comes to 1-in-1.3 billion odds of this whole thing coming together. Suffice to say, it might be one of the perfect Balatro runs, and if I were Yahiamice, I'd probably quit and find something new to play,ꦜ because he's almost certainly peak🌠ed.

Hey, if he needs a new game, he should check out our list of the 澳洲幸运5开奖号码历史查询:best roguelike games.

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//344567.top/games/roguelike/i-might-have-exhausted-all-my-luck-balatro-god-king-hits-lucky-streak-so-powerful-that-1-in-1-billion-odds-dont-even-begin-to-describe-it/ pqEhQqZCoSeG6iMyPxZo4J Mon, 02 Jun 2025 21:30:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Elden Ring Nightreign skins aren't easy to unlock as you need to earn lots of Murk and must effectively complete the game to get see all the outfits. Importantly, changing skins isn't even an option when you begin 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign as you need to unlock the dresser in the Roundtable Hold by🍒 killing two Nightlords.

But, with this dresser installed, you can buy a radiant Dawn and shadowy Darkness skins for every character with Murk. Progress through the game even more and the best skins, based on characters and armor from the Dark Souls trilo🌠gy, will reveal themselves - from Solaire and Artorias to Patches and Yuria. If you want to get your hands on these fancy🎃 outfits, here's everything you need to know about getting skins in Elden Ring Nightreign.

How to unlock Elden Ring Nightreign skins

Elden Ring Nightreign skins iron menial dresser unlocked

(Image credit: Bandai Namco)

To get skins in Elden Ring Nightreign, you first need to unlock the dresser, which happens automatically after defeating two Nightlords. Complete 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Tricephalos and one other Expedition and the 🔴Iron Menial will inform you of the dresser upon your return to the Roundtable Hold, letting you access the Change Garb menu to unlock and change skins.

Every character has five unlockable Elden Ring Nightreign skins on top of their default appearance, though only the Dawn and Darkness skins will be available after unlocking the dresser. To unlock more skins, you need to defeat Nightlords, complete Remembrance quests, and earn enough Murk🦩 – the currency you earn at the end of Expeditions and for selling Relics – to buy them:

  • Dawn – 14,000 Murk: Purchasable as soon as you unlock the dresser.
  • Darkness – 35,000 Murk: Purchasable as soon as you unlock the dresser.
  • Remembrance – Free: Automatically unlocked after completing all Remembrance chapters for the chosen character.
  • Dark Souls skin 1 – 7,500 Murk: Purchasable after completing the Night Aspect Expedition.
  • Dark Souls skin 2 – 7,500 Murk: Purchasable after completing the Night Aspect Expedition.

Elden Ring Nightreign skins unlock duchess skin

(Image credit: Bandai Namco)

It's therefore a lot of work unlocking every Elden Ring Nightreign skin as you need to beat the final boss and must spend 512,000 Murk (64,000 Murk for all skins for one character) to afford them all. Since you also have to complete each Remembrance, unlocking every skin essentially means going for a 100% completion, and that's going to massively increase 澳洲幸运5开奖号码历史查询:how long it takes to beatಞ Elden Ring Nightreign!

All Elden Ring Nightreign skins

Elden Ring Nightreign skins raider siegmeyer of catarina and guardian solaire

(Image credit: Bandai Namco)

Here's what the skins for 澳洲幸运5开奖号码历史查询:all Elden Ring Nightreܫign characters look like:

Wylder skins

  • Dawn: A gleaming, golden re-color of the Wylder's armor, featuring a helmet with more pronounced features and a larger cape.

(Image credit: Bandai Namco)
  • Darkness: A duller take on the Wylder's armor with purple tints, a long dark cape, and more sinister helmet.

(Image credit: Bandai Namco)
  • Remembrance: A slight change to the Wylder's default look, this skin features a pin on his cape.
  • Abysswalker: An armor set inspired by Knight Artorias, the Abysswalker, from Dark Souls 1.

(Image credit: Bandai Namco)
  • Lion Knight: A Faraam armor set from Dark Souls 3, famously worn by the spirit summon of Lion Knight Albert.

(Image credit: Bandai Namco)

Guardian skins

  • Dawn: A radiant outfit for the Guardian that turns his feathers and beak pale and adds extra cloth over his shoulders.

(Image credit: Bandai Namco)
  • Darkness: A shadowy rendition of the Guardian, turning his feathers black, making his beak longer and sharp, and adding a black poncho to his armor.

(Image credit: Bandai Namco)
  • Remembrance: An upgrade for his default look that adds a feathered helmet to complete his Pinionfolk armor, mended with the Raider's help.

(Image credit: Bandai Namco)
  • Sunlight Knight: The armor of everyone's favorite sun-worshipper, Solaire of Astora from Dark Souls 1. If only the Guardian could be so grossly incandescent.

(Image credit: Bandai Namco)
  • Wayfarer: The Alva armor set from Dark Souls 2, worn by Alva the Wayfarer.

(Image credit: Bandai Namco)

Ironeye skins

  • Dawn: A golden-brown re-color of Ironeye's default outfit but with a small poncho and pointed hat.

(Image credit: Bandai Namco)
  • Darkness: Ironeye wears a long, dark robe and his shouldes, right arm, and helmet are wrapped in black strips of fabric.

(Image credit: Bandai Namco)
  • Remembrance: A bloodied look for Ironeye's default outfit.
  • Ringfinger: An outfit inspired by the roguish garb of Ringfinger Leonhard from Dark Souls 3.

(Image credit: Bandai Namco)
  • Sellsword: This Ironeye skin references two identical armor sets – the Llewellyn armor from Dark Souls 2 and the Drang armor from Dark Souls 3.

(Image credit: Bandai Namco)

Duchess skins

  • Dawn: A dark-brown and gold outfit for the Duchess that gives her a more regal coat and a tricorne like hat.

(Image credit: Bandai Namco)
  • Darkness: Almost entirely dark-blue attire for the Duchess with a different mask that covers almost half her face.

(Image credit: Bandai Namco)
  • Remembrance: The Duchess' default look but with a different hair style.

(Image credit: Bandai Namco)
  • Black Leather: An outfit inspired by the Black Leather set from Dark Souls 1, which was the starting armor for the Thief class – fitting for Duchess who was a thief prior to coming to the Roundtable Hold! (It also looks quite similar to Patches' outfit)

(Image credit: Bandai Namco)
  • Wraith: An armor set that mimics the Darkwraiths found in Dark Souls 1 and 3.

(Image credit: Bandai Namco)

Raider skins

  • Dawn: A golden take on the Raider's armor with a different skull with massive coiling horns and a mane covering his shoulders.

(Image credit: Bandai Namco)
  • Darkness: A darker look for the Raider with a massive, hippopotamus-like skull on his head with its spine running down his back and a skeletal hand on his left shoulder.

(Image credit: Bandai Namco)
  • Remembrance: The Raider's default skin but lacking his helmet and torso armor, giving him a burly Hoarah Loux warrior look.
  • Rock-like: The armor of the hulking knight Havel the Rock from Dark Souls 1.

(Image credit: Bandai Namco)
  • Catarina: Another classic, bulky armor set from Dark Souls 1, this one is modelled off Siegmeyer of Catarina's onion-like suit.

(Image credit: Bandai Namco)

Revenant skins

  • Dawn: An almost pure white outfit for the Revenant that features an extravagent chainmail headdress with a long cape.

(Image credit: Bandai Namco)
  • Darkness: A black dress with a long veil cape that shrouds the Revenant.
  • Remembrance: This skin provides a look at Revenant's doll form with minimal damage and her wrist joints are visible with no cuffs.

(Image credit: Bandai Namco)
  • The Sister in the Painting: The Ordained clothing set from Dark Souls 3's Ashes of Ariandel DLC, famously worn by Sister Friede in the Painted World.

(Image credit: Bandai Namco)
  • Dragon School: The Old Sorcerer clothing set from Dark Souls 3 for student sorcerers at the Vinheim Dragon School.

(Image credit: Bandai Namco)

Recluse skins

  • Dawn: A lighter and less ragged golden-brown robe for the Recluse, trading a big hat for a hood.

(Image credit: Bandai Namco)
  • Darkness: A flowing black and blue robe with a pristine and ornate pointed hat.

(Image credit: Bandai Namco)
  • Remembrance: A burgundy re-color of her robes though this outfit lacks a hat.
  • Heretic Sorcerer: This skin is based on the dark, tattered witch's robes worn by Karla in Dark Souls 3.

(Image credit: Bandai Namco)
  • Emerald Fate: This Recluse outfit mimics the attire of the Emerald Herald from Dark Souls 2 – an NPC who allows you to level up and provides you with Estus Flasks.

(Image credit: Bandai Namco)

Executor skins

  • Dawn: A shining re-color of Executor's crucible-styled armor with a decorated shoulder wrap and new helmet design.

(Image credit: Bandai Namco)
  • Darkness: A dark redesign of Executor's armor featuring a dark, shredded loincloth and a ghostly mask with dark, unkempt hair.

(Image credit: Bandai Namco)
  • Remembrance: A minor alteration to the default appearance but this skin has a deep gouge in Executor's abdomen.
  • Thorns: The Thorns armor set from Dark Souls 1, notably worn by Kirk, Knight of Thorns.

(Image credit: Bandai Namco)
  • Sable Church: Executor wears the Black clothing set from Dark Souls 3, mimicking the appearance of Yuria of the Sable Church of Londor.

(Image credit: Bandai Namco)

While you're teamed up with friends in 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign multiplayer, you may also want to use 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign emotes to show off your fanciest garb. And it's always good to know 澳洲幸运5开奖号码历史查询:how to two-hand in Elden Ring Nightreign.

© GamesRadar+. Not to be reproduced without permission.

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//344567.top/games/action-rpg/elden-ring-nightreign-change-skins/ k2gywxzj82FtL4gJtxc9E3 Fri, 30 May 2025 16:43:08 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Knowing how to two-hand in Elden Ring Nightreign is important as it can help you maximize weapon damage for melee-oriented characters like Raider and Wylder. Similar to activating your Character Skill and Ultimate Art, you need to hold Triangle or Y and then press the attack button to change your grip. 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign does mentio♏n this in its tutorial, but it's quite easy to miss, so I don't blame you for needing pointers.

Two-handing is also not without penalties. You'll have to put up with a slower attack speed or movement speed depending on the weapon type you're using and 🌌will lose defensive power since you can't use a shield at the same time. I've explained everything you need know about how to two-hand in Elden Ring Nightreign below, including its best use cases.

How to hold a weapon in two hands in Elden Ring Nightreign

Elden Ring Nightreign two-hand weapon tutorial tooltip

(Image credit: Bandai Namco)

To two-hand a weapon in Elden Ring Nightreign, you need to hold Triangle/Y and then press R1/RB. This is assuming you're holding the weapon you want to two-hand in your right hand, but if you want to grab your left-hand weapon, just press L1/LB instead. Press the same inputs ag⛎ain to swit🐲ch back to a one-handed grip.

Two-handing a melee weapon in Elden Ring Nightreign increases the damage of every strike, which also makes breaking an enemy's stance for a critical hit easier (useful against 澳洲幸运5开奖号码历史查询:Elden Ring NIghtreign bosses!), but each attack is also slightly slower and ♐consumes more stamina. You also can't block as effectively as when using a shield.

For some 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign classes, mainly the Raider, this isn't really a problem, and you'll just have to a adapt to a dodge-heavy playstyle and rely on some help from your teammates. Furthermore, with nothing in your other hand, two-handing allows you to freely use your weapon's Skill which might be essential if you're using one of the 澳洲幸运5开奖号码历史查询:best weapons in Elden Ring Nightrei😼gn as they come with some excellent Skills.

If you're using a bow, likely as Ironeye, two-handing it lets you use a precise free-aim mode by holding L1/LB, but your movement speed is reduced and you can't use the R2/RT hea♊vy attack option. Two-handing staves and seals does nothing aside from let you block and use them as a melee weapon, but they are woefully ineffective at both compared to other weapons and shield.

澳洲幸运5开奖号码历史查询:Elden Ring Nightreign emotes are also buried in menus and aren't explained, so we've got a guide on using those too to celebrate with your team. And if you're trying to assemble a team in the first place, our guide on how to play Elden Ring Nightreign with friends will help you out.

© GamesRadar+. Not to be reproduced without permission.

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//344567.top/games/action-rpg/elden-ring-nightreign-two-hand/ 7LmAQmoRtuXmUtvkWN7np8 Fri, 30 May 2025 14:20:04 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Elden Ring Nightreign multiplayer is relatively simple for a FromSoftware game, but joining friends can still be a bit confusing, requiring you to send out invites or set up a password. Crucially, the game's major multiplayer limitation is that there is no 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign crossplay so if you and your friends are on diff🦩e♑rent platforms, you won't be able to play together, sadly.

But if you are all on the same platform, be that Steam, PS5, or Xbox Series X, it's important to know the best ways to join each other so that you can take on 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Expeditions as a team. Below, I've explain🎀ed how multiplayer in Elden Ring Niꦯghtreign works and how to join your friends with invites and passwords.

When is Elden Ring Nightreign duos getting added?

The official Elden Ring Twitter account has announced that 澳洲幸运5开奖号码历史查询:support f🅺or two-player Expeditions will be added "at a later date". It's unclear whether FromSoftware will add this heavily requested feature before, with, or after the DLC releasing some time this year, but hopefully💛 players won't have to wait too long to be able to team up with a buddy rather than joining two people or suffering solo. However, there have not been any updates regarding the implementation of crossplay.

How Elden Ring Nightreign multiplayer works

Elden Ring Nightreign multiplayer matchmaking for expedition

(Image credit: Bandai Namco)

Elden Ring Nightreign multiplayer allows you to team up with two other players in three ways: random matchmaking, friend invites, or passwords.

When you pick an Expedition to run, you'll automatically be entered into the matchmaking pool and the game will try and find two other players for you to team up with. However, this can take ♍a while, especially if you have a Remembrance active.

To make things faster and more reliable, you should invite players or friends directly or share a password with them. These options are both accessed by navigating to the Matchmaking Settings tab when you open the Expeditions menu at the main roundtable, and I've explained 🍨the specifics in greater detail further below.

Importantly, make sure your Expedition Type is set to "multiplayer" too, otherwise you'll launch a single-player Expedition and will have to play 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign solo. There is also no two-player mode in that allows you to play with one other friend in Nightreign – y𝓰ou must either play alone or in a teaꦦm of three.

How to invite friends in Elden Ring Nightreign

Elden Ring Nightreign multiplayer matchmaking settings invite friends option

(Image credit: Bandai Namco)

If you want to team up with players who you are already f🦩riends with on your relevant platform (Xbox network, PSN, or 🔯Steam), here's what you need to do:

  1. Open the Matchmaking Settings menu and click the Invite Members button at the top. This opens your platform's friend list.
  2. Select players from your friends list and invite them. When they accept, you'll see all your names pop up in the top-right corner of your screen under the "Preparing…" heading.
  3. Choose an Expedition and make sure all other players also choose the same one. If there are three of you in the same session together, the Expedition will begin shortly. If there are only two of you, the game will automatically start matchmaking to find a third and the Expedition will start you’re your team is full.

How to set an Elden Ring Nightreign multip♌layer password

Elden Ring Nightreign multiplayer password

(Image credit: Bandai Namco)

If you want to take down one of the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign bosses with players you a𒐪ren't friends with on your platform of choice, you'll need to use a password (or you could add them and use the above method!). I've explained how Elden Ring Nightreign multiplayer passwords work below:

  1. Open the Matchmaking Settings tab, select the box under the Multiplayer Password heading and set a password. This can be made of any alphanumerical characters so your password could be "1234", "final boss", or "poggers", for example.
  2. Next, look at the No. of password players setting, which determines how many players you'll match with using the same password as you. If you want two players to join you for a full team of three, set this to "three players". If you want only one player to join you (meaning the third player will come from matchmaking) choose "two players". Crucially, all players must have the same setting!
  3. Start an Expedition to begin matchmaking with your active password and make sure the players you're trying to team up with also pick the same Expedition.

This should eventually get you into a run with other players, but it can be a bit unreliable, sometimes not finding players with the same password. I would definitely recommend adding players to your platform friends list to make inviting and joining as smooth as possible! Once you're in an Expedition, you'll then need to make sure choose the 澳洲幸运5开奖号码历史查询:best Elden Ring Nigꦅhtreign characters for a good team composition.

Still trying to beat the game's first boss in the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Tricephalos Expedition? We've got some pointers to help you out with this hellhound and our general 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign tips should be of use too!

© GamesRadar+. Not to be reproduced without permission.

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//344567.top/games/action-rpg/elden-ring-nightreign-multiplayer-join-friends/ kULXbBrjigftyPkrb2YuDW Thu, 29 May 2025 22:00:10 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The best Elden Ring Nightreign weapons will help you put some serious dents in the bosses you come up against, but it's more likely that you'll have to compromise. With 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign's absolutely massive loot pool, there are several viable options for every character, but randomized🦹 loot also means it's highly unlikely that you'll get exactly the armamenꦉts you want. For example, the wily Duchess' high Dexterity and Intelligence means she can perform well with glintstone staves as well as her preferred daggers, but finding the best in either of these categories in a single run is near impossible.

However, there's no harm in knowing what the best weapons, especially legendary weapons, are for each character since there are some🗹 clear standouts. As a general rule, you want something that fits with your character's preferred weapon type and stats, and has a damage type or skill that matches the main weakness of the Nightlord you're hunting - if it's also a legendary weapons that's a huge bonus. To help you know what you should be looking for, here are all the best weapons in Elden Ring Nightreign for each character and what makes them so strong.

All best weapons in Elden Ring Nightreign

Elden Ring Nightreign legendary weapon Guardian choosing Dragon King's Cragblade from boss loot

(Image credit: Bandai Namco)

The best weapons in Elden Ring Nightreign vary depending on your chosen character and their Relics, so what'💛s good for one won't be good for all. Below we've covered the best weapons to look out for, split by character, but here's a quick summary so you know what to keep an eye out for:

  • Wylder
    • Blasphemous Blade (Greatsword)
    • Golden Order Greatsword (Greatsword)
  • Guardian
    • Bolt of Gransax (Legendary Spear)
    • Commander's Standard (Epic Halberd)
    • Ant's Skull Plate (Epic Greatshield)
  • Ironeye
    • Serpent Bow (Epic Bow)
    • Black Bow (Epic Bow)
  • Duchess
    • Glintstone Kris (Epic Dagger)
    • Scorpion's Sting (Epic Dagger)
    • Carian Regal Scepter (Legendary Glintstone Staff)
  • Raider
    • Grafted Blade Greatsword (Legendary Colossal Sword)
    • Devourer's Scepter (Legendary Great Hammer)
    • Axe of Godfrey (Legendary Colossal Weapon)
  • Revenant
    • Dragon Communion Seal (Epic Sacred Seal)
  • Recluse
    • Carian Regal Scepter (Legendary Glintstone Staff)
    • Erdtree Seal (Epic Sacred Seal)
  • Executor
    • Hand of Malenia (Legendary Katana)
    • Rivers of Blood (Epic Katana)

Best Wylder weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

The Wylder is the all-rounder among the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign characters, specced for non-magical combat. While a solid Dexterity score means he can handle ranged and nimble weapons, he’s better l༒eaning into Strength. His unique Relics and weaponry play into Greatswords specifically,꧟ but a small shield also works, depending on the threat.

  • Best Stats: Strength (A), Dexterity (B)
  • Ideal Weapon: Greatswords
  • Combat Style: Versatile, but leans towards non-magical melee
  • Best weapons:
    • Blasphemous Blade (Legendary Greatsword): Wylder has many powers that spec to Greatswords in particular, and while there are five different legendary greatswords, the best is the Blasphemous Blade, which specs well to Wylder's stats and restores health on every kill.
    • Golden Order Greatsword (Legendary Greatsword): Decent scaling offset slightly by a reliance on Faith (which is not a strong point for Wylder) is countered by the effect that charge attacks heal all the user's ailments and dispel all effects, which is amazing in certain boss fights.

Best Guardian weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

The Guardian is a tank who plays defensively from behind large shields, and ideally you have a weapon to match that playstyle, able to prod foes from behind walls of protection. The Guardian is best when pairing a Greatshield and Halberd, though you'll struggle to find high-level versions of both in a single run. This is a character who isn't great for offense, but has incredibly high health and stamina to compensate, which makes him great against the first boss of the game, the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Tricephalos.

  • Best Stats: Strength (B)
  • Ideal Weapon: Halberds/Greatshields
  • Combat Style: Stalwart, frontline tank playing defensively with shields
  • Best weapons:
    • Bolt of Gransax (Legendary Spear): Guardian has several abilities for Halberds, but there are no legendary Halberds in the game. With that in mind, the closest option that fits the cautious, shield-heavy style is the Gransax spear, which adds lightning strikes on charged attacks.
    • Commander's Standard (Epic Halberd): If you've got Halberd-specific buffs and want to invest in Guardian's expertise, O'Neil's Halberd is the best choice. It has no particularly unique effects, it's just the best damage on a generic halberd.
    • Ant's Skull Plate (Epic Greatshield): This heavy-duty shield also inflicts Poison damage as a bonus effect, and scales well with strength.

Best Ironeye weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

Ironeye is obviously an archer – he starts with a bow and his abilities play into precise ranged shots, as does his high dexterity score. Ironeye can use other Dex-dependant melee weapons, but ideally you should have a regular bow (not a Greatbow) equipped for the majority of a run. I'd also avoid crossbows, as they don't scale to dexterity at all and have fixed damage. This is also probably the best class for the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Gaping Jaw boss, assuming you can get some Poison bows.

  • Best Stats: Dexterity (A), Arcane (B)
  • Ideal Weapon: Bows
  • Combat Style: Precision ranged shots
  • Best weapons:
    • Serpent Bow (Epic Bow): This versatile, powerful bow also has poison inherent to its attacks, as well as an A-tier dexterity scaling.
    • Black Bow (Epic Bow): This functions with the speed of a light bow, but hits harder and features S-tier scaling. Pure damage output without sacrificing control.

Best Duchess weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

The 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Duchess seems like a solely dexterity-focused character at first glance, but actually has an incredibly high intelligence score too. This is a character who's best with quick wꦍeapons like daggers, especially those that apply status effects, such as Bleed and Frostbite, that can then be doubled up on with Restage. When forced to back away, fire off some sorceries for ranged offense, as you won't lose any offensive power for it.

  • Best Stats: Intelligence (A), Dexterity (B)
  • Ideal Weapon: Daggers
  • Combat Style: Mobile and evasive with dagger strikes and occasional sorceries
  • Best weapons:
    • Glintstone Kris (Epic Dagger): A dagger that also scales to intelligence for added Magic damage, the Kris is quick and rapid and capable of slicing up foes easily enough.
    • Scorpion's Sting (Epic Dagger): A dagger with S-tier scaling that inflicts Scarlet Rot, combining this with the Restage character skill can rapidly trigger the effect on foes in a flash.
    • Carian Regal Scepter (Legendary Glintstone Staff): This staff has S-scaling for Intelligence, and casting with it dispels any incoming spells and turns them into Glintblades that fly back at the caster!

Best Raider weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

It is most definitely hammer time with the Raider, who specialises in massive weapons and high strength scaling, as well as buffs for Colossal Weapon types. As a barbarian tank, the Raider soaks up damage for the sake of crushing foes and various 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign bosses with huge, slow strikes. This is about as simple as characters get – hit the enemy hard, and if in doubt, hit ⛄theꦰm even harder.

  • Best Stats: Strength (S)
  • Ideal Weapon: Colossal Weapons/Greataxes/Great Hammers
  • Combat Style: Huge weapons that break through enemy defenses
  • Best weapons:
    • Grafted Blade Greatsword (Legendary Colossal Sword): This giant weapon has A-scaling on Strength, great for the Raider, but also has a unique stacking effect that buffs your stats across the board when you kill an enemy.
    • Devourer's Scepter (Legendary Great Hammer): A-scaling strength and fire damage is good, but on top of that players can also get the health-steal through killing enemies that the Blasphemous Blade offers.
    • Axe of Godfrey (Legendary Colossal Weapon): S-scaling strength makes this one of the most powerful weapons in the game, and charge attacks boost its attack power even further. If you can land a wind-up attack with this, you'll shatter enemies like glass.

Best Revenant weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

The 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Revenant is a necromancer summoner who, despite seeming pretty unholy by nature, has an incredibly high Faith score and serves as Nightreign's cleric class. This is a characꦑter who shouldn't be anywhere near the frontline; instead have her hold back and send in her summons while firing Incantations from behind their assault.

  • Best Stats: Faith (S), Arcane (B), Intelligence (B)
  • Ideal Weapon: Seals and Faith Incantations
  • Combat Style: Summoner, ranged spellcaster and white mage
  • Best weapons:
    • Dragon Communion Seal (Epic Sacred Seal): An S-scale in Faith means that this focus for incantations can really do heavy damage, and the Revenant's high Arcane score lends itself to the Dragon spells.

Best Recluse weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

Recluse is the other major spellcaster class, and while the Duchess has mastered intelligence and the Revenant mastered faith, Recluse has mastered both, meaning she’s perfect for magic… And nothing else, having terrible strength and dexterity.🐲 You should als🧸o keep in mind that she has a low Arcane score, so avoid the few spells that scale to that.

  • Best Stats: Intelligence (S), Faith (S)
  • Ideal Weapon: Glintstone Staves/Seals
  • Combat Style: Ranged magical combat of all kinds
  • Best weapons:
    • Carian Regal Scepter (Legendary Glintstone Staff): Being a spellcaster means that the best possible scaling for your spells is essential, and the Regal Scepter is unmatched (as well as its ability to counter incoming spells.
    • Erdtree Seal (Epic Sacred Seal): The best Seal for general Faith magic, S-scaling should allow you to heal and buff with this as much as you do damage with your Glintstone staff.

Best Executor weapons

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

Executor is the samurai-like fighter who requires a lot of skill and risk, playing aggressively with a barrage of swipes, as well as laying on certain status effects with his incredibly high Arcane score. Ka🐼tဣanas are the Executor's bread and butter, and he receives a lot of relic buffs that play into these weapons.

  • Best Stats: Dexterity (S), Arcane (S)
  • Ideal Weapon: Katanas
  • Combat Style: Aggressive, applying bleed and Scarlet Rot while avoiding enemy strikes
  • Best weapons:
    • Hand of Malenia (Legendary Katana): The legendary Malenia's blade has the highest possible Dexterity Scaling and it deals powerful bleed damage. Not only that, it restores health if you damage opponents quickly after getting hit, Bloodborne-style.
    • Rivers of Blood (Epic Katana): Downplaying the Dex-scaling to an A in exchange for increased Arcane scaling for better bleed effects also works incredibly well, to the extent where this is arguably as good as the Hand of Malenia.

How to get Legendary weapons in Nightreign

Elden Ring Nightreign best weapons

(Image credit: Bandai Namco)

The best tier of Elden Ring Nightre൲ign weapons are legendary weapons, which do massive damage and generally have fixed, powerful effects, rather than the more common randomized weapons. Here are all the ways we've worked out to ob✤tain legendary weapons in Nightreign:

  • Defeat high-level world or evergaol bosses for a small chance at a Legendary weapon being dropped.
  • Defeat the Fallingstar Beasts in the Crater Shifting Earth even for a smithing table that upgrades one weapon in your inventory to legendary status.
  • Do a deal for a legendary armament with Libra either before the fight begins or if you find them out in Limveld.

Find out more about Nightreign and all the little tricks you wish you'd known with our top ten 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign tips! Or find out the details of the game's limitations when it comes to the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign crossplay options and how to play Elden Ring Nightreign with friends.

© GamesRadar+. Not to be reproduced without permission.

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//344567.top/games/action-rpg/elden-ring-nightreign-weapons/ NpA7ReZ5Lp5MSiBJf8HJfe Thu, 29 May 2025 22:00:10 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> How long is Elden Ring Nightreign? Since it's a multiplayer boss-rush roguelike, there are lots of variables that will mass🤡ively affect the game's overall length. The randomized aspects and your own skill are the major factors, so skilled players may be able to cruise through to Day 3 while unlucky or inexperienced players might be sent back to the Roundtable Hold over and over.

As a general rule, however, you will probably spend much less time in 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign than you did in Elden Ring if you've played that too. Multiple members of the GR+ team have played the game through to the credits, and we reckon you can complete it in fewer than 30 hours, bu⛦t that's a broad estimate! Below, we've gone in♉to more detail on how long it takes to beat Nightreign, as well as the average length of a single run!

Elden Ring Nightreign time✅ to beat and length in hours

How long is Elden Ring Nightreign?

(Image credit: Bandai Namco)

If you're looking to complete Elden Ring Nightreign, it should take you this long, depending on your𒊎 playstyle:

  • Critical path: 10-20 Hours
  • Standard playthrough: 15-35 Hours
  • 100% completion: 45-60 hours

Obviously these are pretty stretchy estimates, but that's what c🍷omes of Nightreign being a roguelike – some players might get extremely lucky and defeat a Nightlord on their first attempt, others may need dozens of tries to crack.

Furthermore, to unlock the game's eighth and final Expedition, 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Night Aspect, you only need to beat any four of the seven other Expeditions and their 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign bosses - that means you can roll credits after beating 5/8 bosses.

With that being said, that doesn't mean you can't go back and fight the others you skipped! So between all the different runs and Remembrance quests tied to the different 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign classes, there's qui💧te a lot to do beyond the criti𒆙cal path.

How long is a run in Nightreign?

How long is Elden Ring Nightreign?

(Image credit: Bandai Namco)

Once you start to hunt a Nightlord like the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Tricephalos, it will take you between 40 minutes to one hour, a🃏ssuming you're successful and aren't defeated early and have to restart.

You can go to the final boss of each day once the symbol of the Erdtree appears on the map, at the second shrinking of the circle, but you should arguably put it off as long as possible to spend longer farming Runes, levels and all the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign best weapons.

Want to know more about those rough and ready roguelike? Find out how to escape the maw of the 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign Gaping Jaw, or discover how to play Elden Ring Nightreign multiplayer with friends!

© GamesRadar+. Not to be reproduced without permission.

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//344567.top/games/action-rpg/elden-ring-nightreign-length-how-long-time-to-beat/ LxBNMej3hptDvPqAx5ChiA Thu, 29 May 2025 22:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> "No gods, no masters" and all that, but I at least have a pantheon of dolls – FromSoftware is good at making things delicately deadly, and the Revenant class it unveiled for 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign🐼 shows that sometimes being pretty can even be more effective than parrying🦄.

FromSoftware first enigmatically shared a portrait of the porcel♌ain girl almost exactly , and I – along with many others intrigued by her cold face and sharp, ball-jointed fingers – started fretting. Who was she? Could she be a disciple of Bloodborne's amnesiac Doll NPC? A descendent of Elden Ring witch Ranni, who inhabits a poppet?

Neither, apparently. The Revenant is her own, sick thing, an angry ghost in a body you ﷽might underestimate.

🍌As the clock started running out to hours – and now minutes – before Nightreign's release today, FromSoftware showed off both and gameplay teaser that demonstrate how the Revenant manipulates lost souls to do the heavy lifting in battle for her.

She's a necromancer – necromancy is the Faith-based character's passive ability, and it offers the chance for down🍨ed enemies to revive as allies. For more targeted attacks, the Revenant can use her claw-like fingernails to pluck her lyre and use the Summon Spirit skill, which calls three different spirits forward to handle the bulk of combat for you. Meanwhile, you're free to cast powerful incantations and throw lightning bolts from a distance.

Then, the Revenant's ultimate skill Immortal March grants 𝓡temporary immortality to living allies, and it also momentarily resurrects ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚfallen allies in a near-death state.

"A hollow frame, guided by a thread pulled taut by vengeance," says the description for the Rev🍃enant's gameplay overview. "🌞In her silence, the slain heed her call."

I prefer to play all Fr🐻omSoftware games like I'm crashing through trees in a 747, like I'm made of steel, so the well-timed ♑combat and parrying opportunities presented by other Nightreign characters don't appeal to me.

Inhabiting the Revenant, however, might soon become my favorite FromSoftware experience yet. The Revenant 🌟doesn't appear to sweat over a challengeಌ – she works smart in Nightreign, and she outsources. Sometimes a mastermind looks just like a puppet.

Elden Ring Nightreign is an extension of FromSoftware's philosophy, director says, not a revision: "We're always looking to make something valuable in our games, something that feels worthwhile."

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//344567.top/games/roguelike/fromsoftware-reveals-mysterious-elden-ring-nightreign-character-hours-before-the-game-comes-out-singlehandedly-ending-the-parrying-debate-with-undead-knights-who-do-all-the-work-for-you/ G3m36cbVDSchoqbrg5gQMk Thu, 29 May 2025 21:04:38 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Elden Ring Nightreign is a tough sell. Breaking away from the 'soulsborne' formula FromSoftware established with Dark Souls and 澳洲幸运5开奖号码历史查询:Bloodborne by forcing it into a roguelike shape with hero shooter-style characters, it's certainly a departure. One that I was sceptical of at first, appearing like an odd attempt to muscle in on the success of games like Hades 2 and the financial gains to be made from the live service ♌scene, dressed up as an elaborate boss rush mod for Elden Ring.

Even in my first couple of hours playing, I wasn't completely sure of Elden Ring Nightreign's premise: team up with two other players, pick from one of eight Nightfarer characters, then run through a three-day Expedition, killing enemies to collect runes, weaಌꦇpons, and boons to help you overcome one big bad boss at the end. But after eventually beating the game's first Night Lord, the three-headed hell-wolf Gladius, by quite literally snatching victory from three sets of jaws of defeat, I was eager to take on the rest.

澳洲幸运5开奖号码历史查询:Elden Ring Nightreign is certainly an odd game, and one that will mainly appeal to only the most hardcore of Elden Ring fans. It's an uncharacteristically frantic and fast-paced ride that boils down and livens up the core 澳洲幸运5开奖号码历史查询:Elden Ring expe🗹rience, still scratching the same itch of narro🥃wly overpowering almighty beasts with swords and sorcery. And the best part is you get to do it all with friends for a definitive soulslike co-op experience.

Heavy reign

Elden Ring Nightreign Priestess and Wylder in Roundtable Hold

(Image credit: Bandai Namco)
Fast Facts

Developer: FromSoftware
Publisher: Bandai Namco
Platform(s): PC, PS5, Xbox Series X
Release date: May 30, 2025

Let me get this out there early: Elden Ring Nightreign is hard. It's a soulsborne game after all, but it's tough in ways that you probably weren't expecting. Elden Ring, Elden Ring: Shadow of the Erdtree, and any of its predecessors for that matter let you play at your own pace. You can take your time exploring and power leveling before taking on something big. And if you f🎃ail, you can quickly try again or level up some more. To use an overused metaphor, these games are marathons, not sprints.

However, Nightreign literally is a sprint and time is a luxury you do not have. Since you're on the clock against the encroaching tide of Night – a Fortnite-like storm that shrinks the safe area of the Limveld map – every Expedition must be completed at a breakneck pace. To stand any chance of success, you must act like you've supped from the strongest stuff in the Roundtable Hold's secret coffee stash in a mad dash around the map, hoovering up loot and clobbering what you can before the end of each in-game day. It certainly takes some getting used to, but this comparatively speedy, bitesize roguelike "run" format is a surprisingly thrilling and fresh take on the Soulsborne formula. It forces you to improvise and deal with what you're given, which is almost the complete opposite of Elden Ring's relati🌠ve freedom when it comes to builds.

Elden Ring Nightreign shooting Augur boss with bow

(Image credit: Bandai Namco)

Moreover, the fact that you get to do it with friends makes it all the sweeter. Foes of all sizes crumble under barrages of coordinated attacks, and it's immensely satisfying 🀅when everyone is on the same page about the best locations to hit🦩, charging together to take on the Night. As a result, the most adaptable, efficient, and daring teams that can weather this uncertain storm are often handsomely rewarded, and it's really exciting when those stars align leaving you feeling unstoppable.

But the lightning-fast pace𓆏, luck aspects, and jolly co-operation aren't going to be to everyone's taste. Nightreign's Expeditions can be upwards of 45-minutes of brutally relentless, heart-pounding hunting with an incredibly narrow margin for error – after some p꧒articularly testing runs, I genuinely needed to walk around for a few minutes to shake off failure or come down from the victory high. Recklessness and indecision are the true enemies in Elden Ring Nightreign, making it a vicious place for new players. Those who can't keep up won't stand a chance of taking on the game's menagerie of monstrous bosses.

Night clubbing

Elden Ring Nightreign healing while Darkdrift knight attacks

(Image credit: Bandai Namco)

It wouldn't be a FromSoftware party without a whole array of brutal bosses and Nightreign obliges with eight terrifying Nightlords waiting for you at the end of their own Expeditions. The first of these, the aforementioned Gladius, is a terrifying intro to whꦇat lies ahead in other Expeditions, using sweeping, flaming sword blows, fireball attacks, and the ability to split into three separate wolves to dominate beginner Nightfarers.

Beyond ღGladius, you'll have to face the likes of the Gaping Jaw and Darkdrift Knight. The former is a malformed draconic creature with its mouth on all wrong and the latter is a hulking but wounded centaur, but don't let their looks deceive you. Both are unbelievably strong and frustratingly mobile, capable of killing you in one or two blows that you barely have time to react to – both make Gladius look like a pushover.

Outside of the new Nightlords, series devotees will recognize many of the other bosses ready to send them back to the Roundtable Hold broken and bruised from Elden Ring and even the 澳洲幸运5开奖号码历史查询:Dark Souls trilogy. It's a genius𓆏 form of asset re-use that has allowed FromSoftware to make a sandbox that feels like three Avengers fighting He-Man on the fi♏rst day, a Bionicle on the next, and a Transformer on the third.

Elden Ring Nightreign facing off against Gaping Dragon boss

(Image credit: Bandai Namco)

However, like these action figures with their worn joints, the ol𒉰der Dark Souls-era bosses haven't aged well, seemingly not receiving the tune-up that I expected. As ♏an example, I was pleasantly surprised to see Dark Souls' Gaping Dragon materialize to cap off Day 2 of a solo run, mainly because I remembered this boss being quite easy to fight, and the same is certainly the case in Nightreign – it wandered awkwardly around the arena, crashing into the arena perimeter, acting like I wasn't there, but was frustratingly arduous to fight because of its boosted health pool.

Broadly, all the end-of-day bosses in Nightreign can be a slog to take down due to their robustness. And when they employ attacks that can tear chunks out of your health bar or even one-shot you, they can start to feel unfair. Failing to kill a Nig💖htlord after spending over half an hour fighting for your life to get there can be crushing.

"Nightreign might b🍌e the best game in FromSoftware's repertoire for spectacle."

But when you do beat them, there is almost no greater feeling. The Nightlords are arguably some of the mightiest bosses ever seen in a FromSoftware game, and getting to revel in victory with other players is unmatched. Whether its coming in clutch to defeat Gladius with both teammates down, overcoming the watery Augur with just one other player, or spending 10-minutes chipping away at the frosty Fissure in the Fog with a flaming sword in an epic clash of fire and ice, Nightreign might be t﷽he best game in FromSoftware's repertoire for spectacle.

Nocturnal hunters

Elden Ring Nightreign Executor beast form ultimate art beating up Fell Omen boss

(Image credit: Bandai Namco)

As I've hopefully made clear, reaching any of the Nightlords is difficult, and beating any of them is even tougher. While each on𒁃e has a clearly signposted weakness to a particular damage type – fire, poison, or holy, for example – success can also hinge massively๊ on the characters you and your teammates choose and how you outfit them.

Each of the eight Nightfarer characters feel exceptionally unique, even in the context of Elden Ring's entire sandbox – FromSoftware has crafted each character with some truly novel abilities that cater to a range of common playstyles, from🐬 melee might and defensive approaches to summoners and spell snipers. Duchess and Wylder are without a doubt my favorites – the former being extremely nimble and optimized for Dexterity weapons, and the latter being an all-rounder swordsman with a fun grappling hook and punchy explosive crossbow.

While๊ adding sets of hero-shooter-like powers to a series renowned for its build flexibility seems highly restrictive, I think it's a necessary sacrifice to accommodate the roguelike format. The game taking key leveling and gear decisions out of your hands means you can get on with facing the Night, otherwise an Expedition would grind to a halt every time you needed to assign attr🧜ibutes.

Elden Ring Nightreign lion greatbow legendary weapon

(Image credit: Bandai Namco)

Besides, it's not like the game has no answer to build-crafting. Every Nightfarer can equip a few Relics, each granting one to three minor or major upgrades to your character. Defeating Nightlords and completing Remembrances (the personal quests of each Nightfarer) lead you to some of the best Relics too, so you'll only become more 𒈔powerful the deeper you take Elden Ring Nightreign. It's still quite a limited permanent upgrade system, but it's enough to help you feel like you're min-maxing your characters for certain scenarios.

Although, while Elden Ring Nightreign is an excellent co-op experience where co-ordination is encouraged and rewarded, solo play is an option. The reason I've mentioned it once in passing is because the solo experience is, frankly, miserable. There is apparently some level of solo scaling, but it certainly didn't feel like it from my attempts. Going alone necessitates a more methodical approach that sever🃏ely limits how much ground can be covered. Some players will relish this challenge, but I found myself often massively underleveled for every boss fight, making true progress almost impossible – solo players wil꧑l be far better off sticking to New Game+ in Elden Ring.

Elden Ring Nightreign Nameless King boss

(Image credit: Bandai Namco)

It's also disappointing that the game's matchmaking system restricts you to playing alone or as part of a trio. Skipp♓ing a two-player option feels like a bizarre oversight, and game director . The even more disappointing aspect is that there is no crossplay – something which really should be standard for multiplayer games that are looking to stick around in 2025 and beyond. While I don't doubt that Elden Ring Nightreign will be a success at launch, I can't help but feel like these scaling and multiplayer blunders will impact the game's long-term health, though I hope to be proven wrong with future updates.

Despite gutting a lot of elements that are core to soulslike games and its questionable longevity, Elden Ring Nightreign is truly for the sickos. The gaps left by what has been cut out have been filled carefully with surprisingly competent roguelike components, making it feel both familiar and refreshingly new. After that initial hu♔mp, it proves to be a relentless sprint that can be both exhilarating and excruciating and, depending on your skill and ability to persevere, you may find it swings more so in one direction than the other. Nightreign is Elden Ring at arguably its most brutal but at least you can suffer with friends.


Elden Ri﷽ng Nightreign was reviewed on PS5, with a code provided by the publisher.

Ready to suffer? Check out our 澳洲幸运5开奖号码历史查询:best FromSoftware games!

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//344567.top/games/roguelike/elden-ring-nightreign-review/ Eo8SohpxFo26Kv7vwVFkGY Wed, 28 May 2025 14:00:10 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Balatro may have ruined several lives last year due to it being seemingly impossible to put down, but even with the millions of hours that would've been played over the 澳洲幸运5开奖号码历史查询:5 million copies sold, it turns out that less than 1% of players have conquered it's biggest challenge – the Platinum tr꧂ophy on the PlayStation version. But ♏among the 0.2% who have is the lead designer of the PS4 and PS5, Mark Cerny.

Cerny, who was instrumental in bringing Crash Bandicoot, Spyro the Dragon, and – most importantly – Knack to the world🎉, posted , saying "After seven months and hundreds of hours, proud to join the 0.1% of players that have achieved Platinum o🧔n Balatro! Kudos to LocalThunk for the incredibly deep gameplay."

Now, I love Balatro, but have you actually seen what you need to do to get the Platinum in the game? There are some pretty standard trophies like "win a run" as well as ones for higher difficulties, with some action-based ones like growing your deck to 80 cards, or winning runs with certain detriments (like being unable to reroll the shop or winning in 12 rounds). These are fine, for the most part, but it's when you get to the end ꧑of that trophy list that t🦂hings get cruel.

Not only did Cerny have to complete all 20 challenge runs (including a particularly devious Jokerless run), but also 100% completed the collection and used al♊l 15 decks to complete the Gold Stake (the highest difficulty), which requires beating the seven previous stakes to unlock in the first place.

But it's the game's final challenge that takes it from a bit of a grind to the absolute worst. The "Completionist++" trophy requires you to get a gold sticker on every single Joker card in the game. Translation: You need to beat the game on the highest difficulty while having that specific Joker ๊card in play. Considering there's a random chance of finding a given Joker, limited Joker slots, and the reasonable number of 150 Jok♑ers to do this challenge with, that grind soon becomes unbearable for anyone but the most dedicated of Balatro players.

Let's just hope Cerny did all of that in his free time, otherwise the PS6 is probably going to take another 10 years to release.

This dev's first game, a surreal trip based on a YouTube animated series, came out 3 days after Schedule 1 and is right on its heels for best-reviewed Steam release of the year.

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//344567.top/games/roguelike/ps5-designer-mark-cerny-has-platinumed-poker-roguelike-balatro-making-him-part-of-an-elite-group-of-0-1-percent-of-players/ JpoALqzNsvvS9eoewhrExC Tue, 27 May 2025 11:12:24 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Monster Train 2 is gloriously more in just about every way that matters. More decks of cards. More rules to play with. More effects to stack on top of each other. Wreaking more havoc against those who oppose the monster army you assemble into a frightening force each round. Coal has been piled high on the furnace of one of the best roguelike deckbuilders in the business to create a truly devilish sequel that's tremendouslꦛy fun to play around with, and features so many options there's always something new to graꦺb my attention.

Yet, while Monster Train 2 certainly deserves that gloriously curved sequel number, this followup is really more of a Super Monster Train in the tradition of retro classics. Everything I loved about the original Monster Train is intact while feeling incredibly evolved. This is the kind of sequel that supersedes the original to the point where I'm not sure there's any point in returning – that first excursion now feels like it was merely laying down the tracks for this well-forged locomotive.

All aboard

Two units face down a strong enemy with boosted damage in Monster Train 2

(Image credit: Big Fan Games)
Fast Facts

Developer: Shiny Shoe
Publisher: Big Fan Games
Platform(s):
PC, PS5, Xbox Series X/S, Switch
Release date:
May 21, 2025

The fundamentals are still much the same. Your task is to escort the pyre – the last embers of Hell – on your eponymous locomotive to its destination intact. Whereas the first game had you riding ꦡthe tracks down to Hell, this time you're moving up the screen towards Heaven, in order to use the fire's powers to purge the encroachi😼ng Titan threat that threatens to throw both sides of the divine coin into chaos. The remaining champions from Heaven, Hell, and somewhere in between must join forces to see it done, each successful mission getting them closer to liberation.

Each segment of the map is divided by battles – some of them boss-level fights – with stop-offs to upgrade your deck and therefore your monstrous powers on the way. After each cloudy dust-up, you always get a left or right choice with a handful of distinct upgrade stations each. Will you use some pyre shards to heal your fire back to full health or nab some possibly overpowered equipment? Veer towards upgrades for your battle units, or for your spells? Duplicate a top performing card, or permanently discard two that are holding you back? Monster Train 2 is always 🐼presenting you with choices, and teasing you with other equally valid upgrade paths 🌃you could have taken.

The battles themselves are – again – fundamentally the same as in the first game. Your train is made up of four floors. The top houses your pyre, while the three below are where you can place your ow🍨n monsters to fend off invaders who board from the bottom and ascend each turn (whether you've units alive on a floor or not). Things get chaotic as more foes, often beefier, board the further you get into a run, and it's up to you to bash them silly before your pyre can sustain much damage. After you play your cards each round, damage is exchanged automatically before the next begins.

About to play an enhanced Flicker Card while a multi-armed unit faces down a spikey foe in Monster Train 2

(Image credit: Big Fan Games)

Each run's deck starts off relatively similar to one another, with base train steward units and the like, but depending on your clans of choice you'll quickly end up specializing to take advantage of each one's decks. Note the plural 'clans', too – one of the best aspects of Monster Train 2 is that while you only have one clan's champion with you, you never just pick one deck to set out with, you always have to pick two. Synergy is the steamy lifeblood of Monster Train 2, you've no choice but to constantly think about strategy in that way. Even trying to downplay the impact, say, the Pyreborne's Pyregel debuffs🦩 has on your Valor-focused Banished deck is still a decision.

It's a great way of getting you to think ab⛄out how cards interact – effects often play off one another whether you like it or not. Understanding how these combos work and nudging your deck to take advantage of them is how you'll pull into the station of your first wins, and is crucial for mastering covenant runs that increase complexity by making runs more difficult while also stuffing 🀅your conductor's cabin with more toys to play with.

A plague doctor event plays out in Monster Train 2 offering a choice of experiments you can apply to your cards

(Image credit: Big Fan Games)

"I really didn't want to return to simple hack-and𒅌-slash decks with big numbers."

Compared to the first Monster Train, each of the starting clans in Monster Train 2 are immediately more complex, which may make those used to some of the first game's simpler methods anxious – but it's weighted this way for a reason (past tactics do return, however). Whether it's the Luna Coven's powers that boast different effects depending on the c🦹onstantly changing moon phase, or the way Pyreborne builds up a stack of dragon's hoard treasure to cash-in for big rewards, there's a lot to juggle.

Having no choice but to grapple with all these status effects early on helped me get to grips withꦿ how I was expected to get them to play off each other. Once I got used to them, I really didn't want to return to simple hack-and-slash decks with big numbers, knowing my digits could dial much higher with some devious adjustments to the formula. Even so, I'm still getting to figuring out some clans' mechanics well into double digit hours of playtime.

Opening a rare pack in Monster Train 2

(Image credit: Big Fan Games)

Making Monster Train 2's mechanics even more complex are the addition of entirely new card types and customization options. Equipment can be at💙tached to units in addition to upgrade tokens😼, and Rooms can also be applied to give, well, room-enhancing effects ranging from flat stat boosts to ones that allow you to accumulate extra attack points or even money.

If that's not enꦫough,💟 the Pyre Heart that encases your pyre can be switched out to allow for additional effects ranging from the option to pay to duplicate cards at stores to giving some cards you stumble upon a starting upgrade token (which, for me, can hinder as much as it helps – but I bet if you get lucky this one really goes hard).

Naturally, as a roguelike, your deck starts modest each time you pull on that train whistle for another stab at, well, stabbing (and burning, and crushing, and…). The beauty is seeing the many, many combinations combine into something that you feel verges on gamebreaking – until the next boss crushes you and puts you in your place. But, usually, not without the wince-worthy feeling of being so close.

Pick a card

Aiming a Void Armament equipment at Lord Fenix in Monster Train 2 during the Cael boss fight

(Image credit: Big Fan Games)

ℱ"Stumbling upon a new game plan always 🌃feels great."

There are so many possibilities and diversions you'll rarely chase the exact same synergies twice, even setting out with the same clans. Stumbling upon a new game plan always feels great. Simple early combinations may see you using the Pyreborne's Pyregel with the Luna Coven's spell-boosting Conduit buffs to rack up the damage, or using the Banished's Valor alongside Mageblade and Co﷽ndui𝓡t to turn your units into spellslinging tanks.

Soon enough you'll be racking up upgrade tokens to sand off the edges of top-tier spells. One run saw me forcꦡing a damage boosting and damage shielding card to repeat back into my hand on each use for a low cost making my units near untouchable. Another had me using a smidgestone in concert with overgrowth equipment I'd grafted onto my units to have them beef up every turn with literally no limit to how big they could grow (because they would simultaneously always be tiny – Schrodinger's size).

Two upgrade paths for Lord Fenix in Monster Train 2

(Image credit: Big Fan Games)

All of these wonderful synergies do have one slight downside – enemy units also come with stacks of their own special abilities you need to be aware of. Often you can tell at a glance with damage previews what you're dealing with, but as units get more complicated it can sometimes feel like a chore to parse out exactly what you're up against, constantly having to hit♔ the 'see more' button to expand the list of effects. Or, more often than not, chancing it.

At the very least, vital boss effects are indicated in the pre-battle splash screen, so you're never not aware of anything big. Monster Train 2's bulging suitcase of special powers is to its benefit more often than n♍ot, but it can be overwhelming in terms of the sheer amount of data.

Beyond just throwing yourself back onto the tracks for repeat runs there's plenty to chas🃏e as well, from a legion of unlocks, to playing with mutators, escalating covenant difficulties, and even dimensional challenges. I really love these challenge runs, as they're great ways of forcing you to play with particular set-ups and special rules that can make you feel overpowered as much as they can be tricky – and do a great job at introducing you to combinations you might not have thought of.

Talos talks to Fel in Monster Train 2

(Image credit: Big Fan Games)

Monster Train 2 also features a greater emphasis on story than the original Monster Train which is to say, still not much. The visual novel style presentation is particularly basic, and the writing itself is not all that engaging. It's enough to remind you that the repeating set-up could in theory lend itself to 澳洲幸运5开奖号码历史查询:a structure similar to Hades while not really being anything like it.

Art attack

A Fallen Angel event in Monster Train 2 asks the player to trade Pyre health in exchange for the chance to get an Artifact

(Image credit: Big Fan Games)

While 🦋the first game had its charm, the visuals in Monster Train 2 feel like a big step up, with both ally and enemy units feeling way more unique.

Oddly, story progression is tied to unlocking Pyre Hearts, done by achieving milestones like holding Frozen cards in your hand for long enough, or applying a certain total amount of debuffs. It's not a particularly thrilling way of progressing, as much fun as the Pyre Hearts themselves are to play around with – and feels like needless padding, especially when you have to slog through a couple that just don't fit your playstyle at all (debuffs feel like they progress so slowly).

With that said, swiping my pass for anꦕother trip on Monster Trai🔜n 2 isn't something I need much excuse to do other than the simple pleasure of playing the game itself. With so many options in each run, I'm never quite sure what to expect – runs where I'm certain I'm off to a bad start turning into crackling storms of synergy, and sometimes the overconfidence of a solid beginning becoming a nightmare. This journey's quick enough to have me reaching my destination, dusting myself off, and jumping right back on board for another – even if that means leaving my luggage behind.


Monster Train 2 wa🍌s re🐬viewed on PC, with a code provided by the publisher.

Check out our calendar of the 澳洲幸运5开奖号码历史查询:new games of 2025 for what to play next. Want more like this? We have a 澳洲幸运5开奖号码历史查询:best roguelikes list for you too!

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//344567.top/games/roguelike/monster-train-2-review/ qWzPtqWQJGHffuVRqEWJhD Wed, 21 May 2025 14:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> After debuting with the eccentric and inimitable 澳洲幸运5开奖号码历史查询:Stray Gods: The Roleplaying Musical, develope⛎r Summerfall Studios finds itself in mor♒e familiar territory with .

Malys is currently shooting for a 2025 launch on PC, regardless of how ends up. Its promise of adaptive storytelling in a world of demon hunters and exorcisms, explored through a tried-and-true 💜card game loop given a little twist, grabbed me immediately. It's mor𓂃e gameplay-heavy than Stray Gods, but still follows Summerfall's guiding star with a focus on characters, many of them already giving Hades' beautiful and beloved cast a run for their money.

Just as Stray Gods leaned on roleplayi♛ng, there's a fair bit of RPG juice in Malys🌺. There's also a lot of David Gaider, Summerfall co-founder, Bioware alumni, and former Dragon age narrative lead.

In some ways, Gaider says Malys is yet another stepping stone on Summerfall's path to one day hopefully making a big RPG of its own. Get this:ಞ it turns out making RPGs is really, really hard and expensive, especially when much of the games industry is treading water.

"Our intention has always been to move into RPGs, but like I mentioned before, RPGs require a certain amount of si🎃ze," Gaider told me in a recent interview. "We've always wanted to get there, but that means we need to sort of lay down the building blocks where we get the pipelines in place." That goes for 3D work, voice over, writing,ꦑ and more.

Malys needed a n෴ew pipeline that could support more design and systems legwork, which was "a whole new sphere" for Gaider after his writing background. Summerfall is threading a needle, balancing roguelike deckbuilder systems of planning a path and drafting a deck and budgeting resources, paired with a robust narrative where you get to know protagonist Noah and the people he's saving from the demons he encounters on his hunt for this titular ancient evil, Malys.

Rather excitingly, it's also finally expressing some of the ideas, or at least evolutionsᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ of the ideas, that Gaider originally had for Cold West at Beamdog, which would've been a Western exorcist RPG, now ♓in a film noir style. Delicious.

Keeping your head up

Malys images

(Image credit: Summerfall Studios)

Summerfall actually pitched a "middle-sized," more AA♛ RPG years ago, but publishers didn't bite. The team made a prototype that got more interest, so then they made a big🐭ger prototype, and then that got more interest, but Gaider says the goal posts always seemed to keep moving. "Do you want to see a finished game?" he recalls. "Is that what you're aiming for? Because if we had the ability to do that, we wouldn't need you."

Publishing deals and other opportunities have dried up in recent years as the games industry has contracted post-covid boom; 澳洲幸运5开奖号码历史查询:we heard a lot of 澳洲幸运5开奖号码历史查询:horror stories last year, and I heard even more at GDC this year. RPGs are hard to make even in ideal circumstances, and Gaider says the climate has been anything but idea♚l.

"We're encountering that everywhere," he says. "All everybody wants are existing IPs, and they want sequels. Zero r🐽isk. It has to be some sort of guaranteed hit, whatever that means to them. Otherwise there's almost no money to go around."

Malys images

(Image credit: Summerfall Studios)

So, Summerfall's RPG blueprints went back on the shelf. Then Stray Gods came out, and Summerfall proved they can make a good game, but an RPG still wasn't in the cards. "And༺ it's not to say that Malys is sort of second-best," Gaider stresses. "We love Malys. But it's sort of our last hope to keep the studio alive. It's where we invested all our remaining time and effort into so that we can see Summerfall go on, the Summerfall experiment. Maybe it won't work out. I don't know! We'll see."

With only three days left in its Kickstarter and just over half of its goal raised, Malys' crowdfunding 𒀰campaign is looking uncertain, but Gaider says the game is already far along and will come out in a finished state no matter whatꦯ.

Under any normal circumstances we'd already be underway. But this is n♛ot normal circumstances for us or for anybody.

David Gaider

If the Kickstarter succeeds, Summerfall will have a comfier runway ahead of it for post-launch support and planning﷽. But Summerfall's ongoing struggles, and the fact that the team turned to crowdfunding to begin with, demonstrate how difficult it is even for proven teams led by well-known industry veterans to get a game out the door right now.

For Gaider, it's also about protecting the studio's culture. They've fought hard to keep the four-day week that's worked so well for them, he says they've never done crunch and any intermittent overtim💛e is compensated, and it's "one heartache after another" to "slowly let staff ꦯgo to try and keep expenses in line."

"We made Stray Gods, it did pretty well, it got us some notice, it got us a Grammy nomination. We got a lot of awards for it, we got a lot of prestige.♈" Gaider says. "We prove💯d that we can make games and good games, and we thought that would mean more, you know, on the second time around."

Assembling Summerfall and building Stray Gods was a huge challenge in part because Gaider had neꦑver run a company before, nor had fellow co-founder and writer Liam Esler, and it was their debut game.

"But this time around it really falls directly on the state of the industry, I think," Gaider says. "I say that, but there's always that part in the back of my head that's like, maybe it's you. You end up second-guessing yourself, and you're like, no, the pitching we've been doing i🐟s solid. The reaction we've been seeing is solid. Everybody we show it to says this looks good, 🎉under any normal circumstances we'd already be underway. But this is not normal circumstances for us or for anybody."

The dream RPG

Malys images

(Image credit: Summerfall Studios)

Gaider's dream RPG would obviously be character-driven. You can see that preference in Dragon Age, Stray Gods, and now Malys. He reckons "I can only care so much about the world, this fantasy world and the danger it's in or whatever, but I can care about characters. So if they care about the world 💫and they care about the conflict, then through them, I'm going to care about the conflict. To me, that's the most important element."

If Summerfall could make a full-fat RPG of its own, Gaider speculates that its characters might be emphasized much more than companio🙈ns were in Dragon Age. He reflects on "the formula" thatꦫ Bioware built and adopted, and thinks that there's still "a lot of ground" to explore.

"I think, over my years at Bioware, we found our way to a place I think was pretty good, where you had these followers, and to a lot of the players, I think to a significant portion of the player base, these followers were the game," Gaider says. "And I think part of the thing that I always wondered myself is, the thing is, despite everything, despite all these players and how much they ♚love it, that element was always treated as sort of a tertiary part of the game. It's there, it received a lot of focus, but it's beside the point. The point is the story and the combat. And if you just took out the followers, outside of their role in combat, i💖t would be ultimately irrelevant, you know what I mean?"

Dragon Age Origins screenshot of Morrigan

"So what if there was more focus?" he continues. "What if the point was the relati💯onships and the characters? What if they played more into the plot? I can think of a ꦡfew, like, say, Dragon Age: Origins. There are a couple of followers that have more relevance than the others. For instance, you couldn't take Alistair or Morrigan out of Dragon Age: Origins and still have the throughline of plot remain the same. So what if you had more of that? What if there was more interplay where they played a stronger role? Or what if there's things we haven't yet considered about the role of romance?

"As much as the followers themselves were tertiary, the romance🀅s with followers were even more so, that was sort of just an added, tacked-on bonus. But when you think of the movies you see on a regular basis, the romantic element, or the characters, are the main arc of the plot, they play into it overall. So what if you romanced a character and not only did they have an important role in the story, but what if romancing them changed the story? I just think there's so much room left to explore ... I think that there's a lot more things to explore with characters and their role in the narrative than we've kind of tried yet."

Nothing lasts forever, r📖ight? But so far, it's been a really great experiment.

David Gaider

The bottom line, Gaider added, is that Summerfall hasn't done all this legwork and experimenting just "to♕ get to an RPG that's lik🃏e everything we've already seen. Ultimately, we wanted to get to an RPG that, like our other games, takes the narrative, takes party-based mechanics and romances and stories, and tries to do something a little bit new and different with them."

Sadly that blue sky RPG is still just an idea. Right now we have Malys, and it looks like a promising addition to one of my favorite genres. And, Gaider says, "if Summerfall, in the long run, didn't wo🌊rk out and we had to shut down, well, I'm still very proud of the years that we've had together. Nothing lasts forever, right? But so far, it's been a really great experiment."

Here are all the big 澳洲幸运5开奖号码历史查询:new games of 2025 and beyond.

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//344567.top/games/roguelike/former-dragon-age-lead-david-gaider-would-love-to-make-an-rpg-at-his-new-home-but-our-last-hope-to-keep-the-studio-alive-comes-first-and-it-looks-like-a-very-promising-roguelike/ iXA3rCbJdgTGh4UbCtpRpJ Mon, 19 May 2025 20:23:08 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The𝔉 studio behind brilliant roguelike FPS Roboquest is finally waving goodbye to its breakout hit after almost a decade of work because "it was never meant to be what is called today a 'game as service.'"

Roboquest has been beloved ever since becoming a breakout early access hit in 2020 and its reputation only grew after its 1.0 launch in 2023, not to mention all the continual updates that have kept it chugging since. But there won't be anymore updates to the game for the foreseeable future, according to developer RyseUp Studi💖os.

"We've been quite silent for the past🐈 months, not knowing exactly what to say, how to say it or when to say it," the team wrote in a new, heartfelt dev . "But today's the day. 2025 marks nearly a decade working on Roboquest, and it also marks the end of the journey for the game. We know many of you would have loved to see more updates, more content, more Roboquest. But that isn't something we are able to deliver."

"Spending as much time on the same project takes a toll, and no matter how passionate we have been about Roboquest, it is finally time for us to look at new horizons," it continued. "When we first designed Roboquest, it was never meant to be what is called today 'a game as service'. Pumping out updates just for the sake of 'maintaining the game' was never on the cards. Yet, we tried to scrap ꦡwhatever we thought could constitute 'good additions' to the game (some with more success than others)."

RyseUp says it stretched the game as far as it would go after 1.0 with new content and continual updates, but it "can't stretch any more" as the game was initially designed to be around 25 to 50 hours, so "there's no way" the studio can add meaningful "content for players with༒ over 1000 hours of gameplay" logged.

"The passion that burnt bright for so many years started to falter. Fatigue kicked in, and we realized we really needed to turn the page," the blog adds. "We did eve🍌rything we ever wanted (and even more) with Roboquest and we thank you for being here with us during all this time.We're not planning any more updates on Roboquest."

RyseUp assures fans that the cross-platform multiᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚplayer will sta🦹y online.

For now, most of the team are already working on a brand new project. While the developer doesn't have anything solid to announce right now, the blog explains that the new game "re-ignited the passion and the flame that allowed us to craft Roboquest." Once the VR version comes out at the end of the year and the PlayStation port drops on May 27, the rest of the team will also hop aboard t✅he new project.

"So yeah, that’s i🅘t. After over 50 billion badbots destroyed, we’re finally turning the page."

Here are some of the other 澳洲幸运5开奖号码历史查询:best roguelikes to play if you've already dipped into Roboquest.

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//344567.top/games/roguelike/after-nearly-a-decade-of-work-devs-of-brilliant-roguelike-fps-roboquest-call-it-quits-it-was-never-meant-to-be-what-is-called-today-a-game-as-service/ SBeCRGVBkNngG6RizAJnga Sat, 10 May 2025 11:45:18 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Hades 2 is getting "closer to the finish line" as developer Supergiant ﷽celebrates the first anniversary of its early access release.

In a , Supergiant 🅘acknowledges the passing of one year since Hades 2's surprise early access release. While the return to early access - a repeat of the format the studio used for the original Hades - means that the game still isn't complete, Supergiant makes a big show of how much more content the sequel boasted, even at its first launch.

Supergiant says that "it's been incredibly exciting and eye-opening as we've worked to realize the potential so many of you see in our game." Hades 2's early access has been pretty productive, 澳洲幸运5开奖号码历史查询෴:wꦇith several major updates already released.

Each of those has brought the g🎉ame closer to its full release, and Supergiant thanks fans "for all your feedback and patience a𒆙s we get closer to the finish line."

Sadly, there's still no exact release date in sight. In March, theꩵ studio told fans that it still hadn't locked down a launch window, but it did recently reveal that Hades 2 would be coming to Switch 2 before any other conso༒le. That could mean that it'll be ready to launch alo🌞ngside Nintendo's new console next month, but I think it's more likely to be evidence of a brief period of console exclusivity somewhere down the road.

If you've been holding out for the full release, check out our 澳洲幸运5开奖号码历史查询:Hades 2 review for a look at what you can expect.

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//344567.top/games/hades/hades-2-devs-are-getting-closer-to-the-finish-line-as-the-roguelike-sequel-celebrates-its-first-early-access-anniversary/ CoccRg7oNisujfBHN9MvE3 Wed, 07 May 2025 11:42:05 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Self soothing is a funny thing, and for me, my latest method is to play Blue Prince an hour or two before bed. If you'd have told me a few months ago that I'd find an oasis of peace in a puzzle roguelike, I'd have laughed in your face. I love Hades and Hades 2 with a fierce passion, drawn to a sense of comfort in cyclicality while constantly feeling the compulsion to play just one more round. There's 🎉nothing chill about 90 percent of the best roguelikes I've played, because they're built to be moreish.

But Blue Prince is a different experience entirely. Or rather, it does a similar thing with surprisingly somnol💫ent ramifications – for me, anyway – and it's made me view the genre in a brand new (night)light.

Blue moon

The Maid's Chamber in Blue Prince

(Image credit: Raw Fury)
"a puzzle obsession"

The key art for the Blue Prince showing a doorway on a blue wall, which is open to reveal several more rooms within its frame, a person deep within opening another door several layers deep to a bright white light

(Image credit: Raw Fury)

澳洲幸运5开奖号码历史查询:Blue Prince review: "This exploration roguelike is like nothing else I've played..."

That's not me calling Blue Prince boring. As a combat-free expl⛄oration puzzle game set in a winding, ever-changing house where room selection is randomized from a pool of existing blueprints, I still anticipate new discoveries. This ti☂me, however, I can be leisurely about it.

As I explore each newly-drafted room, I pay attention to the noises the house makes as it yawns around me. It's a soothing soundscape, a tapestry of soft footfalls, creaking floorꦅboards, the staticky h๊um of a nearby control panel. I complete a parlour game puzzle and feel my eyes start to droop. But no, I tell myself; I must press on and uncover more mysteries.

That's the curious space I find myself in while playing Blue Prince. Intrigued yet comforted, it's all too easy for me to forget that I'm supposed to be paying attention. That's why the game encourages you to keep notes as you go, with it spanning as many days it it takes you to figure out the mystery. At least, it seems that way – I really feel absolutely zero time constraint, which is a first for me in a roguelike. That's why I saw no need for note-taking over the first few in-game days.

But by the time Day Five rolled around, I was starting to notice more oddities – a forgotten bit of small print page here, a new book there, a letter locked inside a safe. Making notes as I go has become especially key, since the game does have a tendency to leave me feeling more cozy than fired up. But with so much to think about, that leads me to another reason why Blue Prince makes me feel tired – my brain is working hard here.

Routine expeditions

Drafting a new room in Blue Prince and selecting between a Walk-in Closet, Morning Room, Guest Bedroom

(Image credit: Raw Fury)

I don't feel the need to steam-roll this roguelike – I want to mainline its relaxed, quiet intrigue in♚to my veins.

You know how some people read before bed, m💯aybe do a crossword puzzle if they're the kind of person to keep such a thing handy? Blue Prince satisfies both of those ends. Some rooms have built-in puzzles, like the parlour riddle boxes or the dartboard mathematics, but working out a formula for drafting rooms is a head-scratcher in itself.

Random generation dictates which rooms are available to draft as you unlock new doors, from dead-ends to step-replenishing power-ups – steps are needed to make it through the house, after all, and with 50 to start off with, they whittle down surprisingly fast.

At first, I tho🔴ught it was a simple case of simply getting through the house and making it to the antechamber as fast as possible – but I quickly learned there are clever 💖strategies to get the most out of each day aside from simply beelining to the finish. Room combinations are a thing, a handy library book tells me, and drafting certain ones on the same day (and sometimes in close proximity to one another) unlock new surprises.

It's a stark change to the roguelike format, altering my approach to each day. There's no such thing as a wasted day, even when I end up barricading myself off frꦬom the higher floors following a series of d♛isappointing dead-end rooms, because the story itself is a puzzle to unfold, too. There are so many layers to Blue Prince, very few of them pointed out directly, which only further necessitates me to take things slow.

As far as the 澳洲幸运5开奖号码历史查询:best Xbox Game Pass games are conཧcerned, Blue Prince looks set to monopolize my attention for the foreseeable. I only p𓄧lay it when I'm all but ready for bed, and allowing myself to fall under its hushed lullaby thrall has been a highlight of the last week or so. For once, I don't feel the need to steam-roll this roguelike – I want to mainline its relaxed, quiet intrigue into my veins and let it slowly drip-feed me the magic day by day. Now if you'll excuse me, I'm due a little nap. Even writing about Blue Prince is enough to send me off.


Check out the 澳洲幸运5开奖号码历史查询:best roguelikes to play next, from Hades to Slay the Spire

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//344567.top/games/roguelike/blue-prince-is-the-most-non-stressful-roguelike-ive-ever-played-and-that-makes-it-perfect-for-bedtime/ jsN95ycmPyp2WSX9kryCwR Tue, 06 May 2025 15:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The deckbuilding gods have unleashed g𒊎ood karma upon the land: Balatro solo developer LocalThunk recently praised the poker roguelike's early supporter Pengonauts for his new deckbuilder, which is already collecting seriously posit🧜ive reviews.

"I TOLD YALL THIS GAME 𒈔WOULD SLAP," LocalThunk posts alongside an image of Pengonauts' builder, , and its 100% "critics recommend" rating at the time.

"Just as an aside for how indie devs support each other behind the scenes," LocওalThunk , "the dev for StarVaders @pengonauts.com was the 4th person to join the Balatro Discord when it had, like, 20 wishlisꦜts and has been super supportive every moment since."

"Best part of gamedev is the friends you make along the way," ꦇPengonauts agrees in his o🐻wn .

Its Steam description describes StarVaders as an "endlessly replayable roguelike" in which players use mechs against alien invaders, as one does, fine-tuning their𒁃 explosive decks to blast enemies away during tactical grid-ba🍒sed combat.

"Discover game-breaking combos, rewind time to alter your fate, and ꧙protect the future of humanity," continues the game's Steam de♔scription.

At the moment, a bit less than a week after its launch, StarVaders sits at an impressive Very Positive Steam rating with nearly 400 reviews, "this game genuinely blows me away. I can't even say enough good things about th🏅is."

"There must be lik🏅e 500+ cards," the review continues, "This game is insaཧne." And it's glittering with the LocalThunk – what more could you really ask for?

"I looked it up and said ah, f***": As Balatro took over the world, another publisher was sweating over its own card roguelike – which LocalThunk then promoted himself.

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//344567.top/games/roguelike/localthunk-shouts-out-4th-person-to-join-the-balatro-discord-as-their-new-deckbuilding-tactics-game-gets-rave-reviews-i-told-yall-this-game-would-slap/ ySJSPmPKwVS3bhfNgdJfVd Mon, 05 May 2025 14:59:54 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> FromSoftware revealed more about character customization in roguelike multiplayer 澳洲幸运5开奖号码历史查询:Elden Ring Nightreign during its premiere today, and now I know two things: treasured Dark Souls knight Solaire ﷽is back, and I will fall deeper into madness.

From a clouded "fitting mirror" located in Nightreign's grassy new Roundtable🅺 Hold safe house, players will be able to swap out their character's appearance with fixed armor sets they can purchase with the in-game currency Marks.

"You can unlock new costumes with Marks and change your aཧppearance," says the overview trailer narrator, "these outfits allow you to change your Nightfarer's style to sui🧜t your tastes. Some costumes might even look familiar."

At this moment, the trailer showcases three nostalgic looks: Ringfinger Leonhard's set from Dark Souls 3, the Dark Souls 2 Faraam armor set (though, Nightreign uses its ), and a seemingly new, more regal version of smil🌠ey Solaire's armor.

"SO๊▨LAIRE IS BACK," a popular screams across the universe.

"Praise the sun!" agrees a that iꦉncludes a fan-created image of Solaire with a giant butt.

But, though imagining things like Solaire's huge ass might be most sati🙈sfying to some – and trust me, I understand why – I'm more of a wiki goblin when it comes to FromSoftware games. As soon as I saw Solaire and his crew in Nightreign'ꦗs overview trailer, I took to cross-referencing the other cosmetics it previews and found… well, nothing.

It looks like the drow witch Recluse's "Dawn" and "Darkness" outfits may take inspiration fr♈om Gwynevere in Dark Souls and Yuria from Demon's Souls, respectively, but that's all I got. That, and the fact that I'm prepared to risk my life for Revenant, whose 🃏brief appearances in the new Nightreign trailer remind me a bit of the frosty Dark Souls boss Crossbreed Priscilla.

Now, if you'🅷ll excuse me, I'll be waist-deep in Wikipedia.

Elden Ring Nightreign's latest character reveal is a big man who loves getting drunk and punching dragons, and he looks like FromSoftware's ultimate tribute to the unga bunga playstyle.

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//344567.top/games/roguelike/elden-ring-nightreign-outfits-resurrect-our-favorite-sun-knight-with-their-bucket-load-of-dark-souls-references-solaire-is-back/ wVq7HWzgprjF8deZGbN6Kj Fri, 02 May 2025 16:49:03 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Gambling-themed roguelikes with a slightly spooky edge are all the rage nowadays after Balatro's poker-inspired take on a deckbuilder and Buckshot Roulette's, errr, take on Russian roulette. The next one in line is now🍸 CloverPit, which has players trying to out-gamble the literal devil with a slot machine.

Developer Panik Arcade makes the connection overt in the game's , writing: "CloverPit is the demonic lovechild of Balatro and Buckshot Roulette, a rogue-lite that🔯 traps players in a hell of their own creation. Locked in a rusty cell with a slot ma💞chine and an ATM, you must pay off your debt at the end of each round, or fall to ruin – literally!"

Each round, you'll be pulling the lever on the slot machine and crossing your fingers that you make enough coins to get to your ever-increasing goal. And in between each nail-biting cycle, you can choose to buy upgrades that'll increase your luck or give you more spins, for example, or deposit cash to increas🥀e the interest you earn each round.

CloverPit's recently released demo made enough of an impression to attract more than 100,000 Steam wishlists and 100,000 demo downloads a mere week after announcement. "Hey all, just dropping by to say WHAT THE ACTUAL @!*$?”!" the developer's most recent reads. "We are honestly speechless, so this is going to ܫhave to be a short post. All we can say is thank you so much and we can't wait to see what happens when we launch the full game, whenever that may be."

Having played maybe too many rounds of CloverPit while I was suppose to be writing this very article, I can definitely see why it's going viral. There's some nice, simple-to-understand strategy baked into every round as you try to work out how to efficiently use all your coins and resourcꦆes. Runs are maybe a tad too reliant on luck - I know, I know, luck is at the core of basically every roguelite/roguelike - but I couldn't stop myself from trying to👍 reach that near-impossible $12,500 goal over and over and over again anyway.

It should also be noted that none of these games promote or are actual gambling, despite sometimes wearing the aesthetics of casino games. You can't spend any actual money in any of them, and Balatro developer LocalThuꦜnk has been loudly outspoken against actual gambling and in-ga🌟me storefronts that let you stake "somethi🥀ng personally valuable on an uncertain event."

Here's some of the other 澳洲幸运5开奖号码历史查询:best roguelike games to check out.

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//344567.top/games/roguelike/the-demonic-lovechild-of-balatro-and-buckshot-roulette-is-a-roguelite-horror-game-where-you-out-gamble-the-devil-and-it-got-over-100k-steam-wishlists-in-a-week/ DL9naAUrotCi8paxp44HPY Sun, 27 Apr 2025 16:07:41 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> One indie developer has made their early access rogueli♚ke game entirely free and moved on from th🙈e project after declaring it "fails in fundamental ways that made it hard to fix."

Developer Emerick Gibson had the idea of making a side-scrolling roguelike about a mechanical sand🦩worm with turrets latched onto its side after watching Denis Villeneuve's Dune, and that idea eventually blossomed into Iron Mandate, wh🎉ich actually received pretty positive reviews from the people who did play it.

But in a from earlier in the month, Gibson states the game wasn't salvageable. "I've wanted to write this post mortem for a while now," Gibson says. "I was finally moved to do it for two reasons: the first is tha෴t I have put this on hold for a while to work on another game: The People of Sea, Sun & Salt. The second is that an alert now appears on the Steam page mentioning the fact that it has not received any updates in the past 23 months."

"It's entirely fair of Steam but I don't want to give the impression that this is some abandoned gꦛame. It is fully functional and completable as it is. This pushes me to release it [out of early access] but I don't want to do so with💜out an explanation. So here we are. I'm still very proud of the project and I think it is a fun experimental game. I'm so happy that tens of thousands of players have had the chance to try my game. Unfortunately, the game fails in fundamental ways that make it hard to fix."

Gibson explains that the Iron Mandate's failures stem from its wonky controls that made lots of people tap out early, visuals that diꦯdn't make "the ground you go through look good," and a lack of variety, which is what a roguelike game "lives or dies on." Of course, Gibson had a ton of ideas about how to fix these issues. They cite Pepper Grinder as an example of how to make diggable ground look eye-catching, for example, but none of their solutions seemed to be feasible in time.

As mentioned, the roguelike dev has also moved oಌn to another project that sounds much further along called , a beautiful and minimalist city-builder set on a Mediterranean island.

Here's some of the other 澳洲幸运5开奖号码历史查询:best roguelike games to check out.

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//344567.top/games/roguelike/despite-positive-reviews-indie-dev-declares-their-early-access-roguelike-fails-in-fundamental-ways-makes-it-free-forever-and-moves-the-heck-on/ ryzpi4KR9zNjYqB9VSzrAf Sun, 27 Apr 2025 14:16:43 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> In the competitive arena of early access roguelikes, Hades 2 and Windblown have been my champions this year, but only because Hyper Light Breaker struck me as a game I'd enjoy a lot more after a few patches. Now, developer Heart Machine may have cooked up just the patch to get me properly stuck in: a game-changing pass to resources and difficult🌱y said to make the open-world roguelike "easier to get into, but harder to master."

The "Buried Below"♔ update, Hyper Light Breaker's first majo💜r content update, is due April 29, Heart Machine announced today. It folds in months of player feedback to smooth down a few pain points and expand some of the game's best ideas.

The headliner is a rework to how Hyper Light Breaker – previously billed as a pseudo-extraction game – handles runs. Instead of the old energy-based system that let you die and retry a map a few times be𒊎fore it was wiped, Breaker will now wipe your inventory and reset the Overgrowth world map if you die a📖 single time.

Hyper Light Breaker new playable Breaker

(Image credit: Heart Machine)

"We know this is a big change," . "We've made🍨 this change to balance the game around a more traditional roguelite experience, turning each run into a more consistent zero-to-hero journey.

"This allows us to better adjust difficulty and make the game easier to get into, but harde♛r to master, and addresses much of the feedback we've received from players since early access launch."

To offset this change, you can now extract out of the Overgrowth from any shrine without needing to fight through waves of enemie🧸s at t♚he teleporter. This makes it easier to get in and get out while slowly accumulating power in the build-up to boss fights.

"This change will make it so players can extract more often, making the game easier as a result, which 🔴was one of the main requests from players to change the game's difficulty," a press release reads.

It's a fascinating design concession that seems to target conflict between th🦩e game's extraction DNA and the classic roguelike vehicle.

When you die, you'll now lose everything in your inventory and Vault apart from Golden Rations, which are Breaker's main meta-progres♛sion system. Vendors have also been adjusted to account for this, with Bright Blood now spent at O𒁃vergrowth vendors or containers and shrines, and materials used at the Cursed Outpost to modify gear.

The Buried Below update will also introduce a new Crown boss, a drℱagon queen named Maw, as well as cave areas for players to explore. There's a new enemy type, two new weapons, and fresh Sycom gadgets that are now more class-like with assigned Breakers, but multiple available specs that support different play styles. One of those Breakers is the new fighter Rondo, who can lean into dodging or parrying.

Another big pain point addressed in Buried Below is the "lack of proper onboarding in the game," which was something we discussed with Heart Machine earlier this year🍃 when the studio was busily correcting the game's wobbly launch. This update adds a proper tutorial which will play the first time you launch the game after the patch.

Hyper Light Breaker enraptured me at reveal and eviscerated me at launch, but it's always had a kernel of something that's kept me coming back. Here's hoping this patch makes that something shine brightౠer.

The new roguelike from the Dead Cells team was already great, and it's bringing me right back with a big update adding new bosses, weapons, and a lot more.

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//344567.top/games/roguelike/open-world-roguelike-hyper-light-breaker-is-pulling-me-back-in-with-a-game-changing-update-that-makes-it-easier-better-and-ultimately-more-enjoyable-for-all-players/ CCrBQGbzv3iABRpG8JoCDM Thu, 24 Apr 2025 16:00:10 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Windblown, the latest action roguelike from Dead Cells studio Motion Twin, has just gotten a big update packed with more of everything that makes the game tick: weapons, areas, biomes, and much more. 澳洲幸运5开奖号码历史查询:The game was already in great shape when it hit early access in Octo𒀰ber, and now it looks like I'm gonna spend a couple dozen hours tinkering around Sanctuary.

Sanctuary is the first new bi🔜ome to come to Windblown since launch. It's unlocked via a new quest attached to an NPC named Carlos, who's found at the end of the ඣfactory biome. Once you reach Sanctuary, you'll find a new boss guarded by a range of new enemies.

As you explore, four fresh weapons will l🧔iven up your builds: the Sharp Sisters dual blades, the hefty Elder Sword, the laser beam Sentinel Wings, and a Fishing Rod that can yoink enemies off stages Super Smash Bros-style.

Auxiliary progression is what keeps me coming back to this style of roguelike, as was the case with Dead Ce🌸lls, so while new content is always exciting, I'm especially intrigued by the new Remains System. With it, "players can retrieve the valuable Cogs, Memonites and Encrypted Memories lost in their previous Expedition, saving resources to unlock permanent upgrades to assist futur🍷e runs into the Vortex," Motion Twin says. "Failure to retrieve these resources makes them lost... forever."

If you've ever reclaimed lost XP in a Soulslike, the implementation of this system will sound familiar. Start a new run and reach the point where you died, then look for an indicator that will "appear at the edge of you💎r screen when you get close to your remains."

This is obviously a comfy change that should help speed up progression and soften the blow of death, but it's also an inter🔯esting design concession for what's still a hard-as-nails action roguelike. What is lost run over run, and how those runs are distinguished in-universe, are ever-evolving questions in the malleable roguelike space.

Windblown has had a rock-solid early access run so far, and this update looks like more of that. Between this and Hades 2, we're spoiled for premium action roguelikes these days. (I find myself comi🅘ng back to Windblown more because it's less story-driven, whereas with Hades 2 my instinct is to wait for the story to fall into place.) I can't wait for both of them to hit 1.0.

"How can we do better than Dead Cells?": Motion Twin follows a roguelike icon with a co-op game under huge but "good" pressure with "millions" waiting.

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//344567.top/games/roguelike/the-new-roguelike-from-the-dead-cells-team-was-already-great-and-its-bringing-me-right-back-with-a-big-update-adding-new-bosses-weapons-and-a-lot-more/ fR6sSzAhPRK9JC547mcpvj Mon, 21 Apr 2025 21:00:08 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Ever been jealous seeing someone start one of your favorite games for the first time, knowing that even if you replayed it you'd be too tainte♉d by knowledge to ever go through the depth of feeling you cherished as it first blew you away? Somehow, Monster Train 2, pulling♛ into the station, is able to whisk me away on a journey of discovery once again, introducing enough changes and new mechanics to the Monster Train roguelike formula that it genuinely feels like learning the game from scratch again.

To some that may sound like a negative, but for me i𝔍t's exactly what I want from a roguelike sequel like this. Monster Train 2, from developer Shiny Shoe, isn't so faithful to the original that it🗹s iterations feel pointless – many a roguelike followup has been left barely played as I simply return to the first game. Instead, every evolution keeps the game firmly on the tracks to new horizons, and I'm meeting them full steam ahead. It's so engrossing, that in some ways it's a blessing I won't have permanent access to the early build, and can finally text my family back.

Choo choo choose this

Fighting Cale, Lord of the Cherubs in Monster Train 2 with a full row of buffed up Banished angels

(Image credit: Big Fan Games)

Which isn't to say you'll be completely lost. After all, as different as a Class 37 and Class 800 are (look 'em up), a train is still a train. Monster Train is still Monster Train. You're still trying to ferry your pyre – the last remnant of Hell – to the endpoint♚ of a map, upgrading your squad of monsters to better protect it and jumping into strategic, card-based battl🌠es.

Key info

Developer: Shiny Shoe
Publisher: Big Fan Games
Platform(s):
PC, PS5, Xbox Series X/S, Switch
Release date:
May 21, 2025

Each skirmish zooms in on your carriage, allowing you to scroll between four floors as each turn a new wave of enemies boards you from the bottom, always ascending after a round of combat. With your pyre at the top, you place unit🔥s on the first tꦰhree floors (only so many will fit – though capacity can be improved), spending embers to place them or to play spells.

Reach the final wave, and a boss enemy will progress floor by floor through as many rounds as combat as is necessary for either you or them to finally break. The further you get, the tougher the foes, and the more devious the debuffs until the game-breaking feeling deck you've assembled is holding on by only the skin of its card sleeve. It's an exhilarating feeling each time you manage to pull off an unlikely challenge, so much so that it will be my icebreaker at my cousin's wedding.

A railway route through heaven in Monster Train 2, with the Merchant of Trinkets selected

(Image credit: Big Fan Games)

Whereas in the first game you rode the track to the depths of Hell to restore t꧅he inferno's flames, here the rails twist and turn up high into heaven. With both Heaven and Hell under threats from the Titans, a pact hꦬas been formed to topple the usurpers, and Hell's last embers are the only way to get it done.

Getting to go hands-on with three of the five all-new clans on offer, I make several – that sounds reasonable, right? – runs at accomplishing my task, trying them out in different combinations. Each run has you picking one clan as a primary and one as a secondary with deck upgrades coming from both pools. Sure, there's always a learning curve to getting 𓆉to grips with a new set of cards, but I'm immediately struck by how in-depth even these early, basic versions of these decks are with the strategies they offer.

Looking through a rare pack in Monster Train 2 containing both Luna Coven and Banished cards

(Image credit: Big Fan Games)

The Banished, for instance, angels who took refuge in Hell long ago and for whom this venture is a homecoming of sorts, are all about building up Valor to boost their attack and, should they end the turn at the front (units are side-on, le𝔉ft to right), gain stacks of armor. There's plenty of ways to gain more Valor, often revolving around shifting their position – even up and down train rooms – making them extremely mobile.

The draconic Pyreborne, however, are, on the surface, simpler damage dealers – but can apply stacks of pyregel to enemies to make them take even more daඣmage. They can also build up a dragon's hoard currꦯency over time that can be traded in for rewards like run-boosting artefacts and extra currency between rounds. But the more you trade in at once, though, the better the reward – so how long will you risk waiting to get a bonus?

The Luna Coven, on the other hand, are all about applying Conduit buffs that power up the strength of spells cast in rooms, while also using a moon phase system to further enhance abilities – each round switches between a new moon and a full moon. Here, simple zero-cost ember spells that do just a si🐲ngle point of damage may end up well into double-digits once you've got your conduits going.

Steam machine

Fighting Arkion, Scion of Savagery in Monster Train 2, hovering over the Everlasting Light card that boosts valor

(Image credit: Big Fan Games)

Each are surprisingly deep and complex on their own, but always mixing and matching forces you to think about all the little synergies that come into play when clans team up in a deck. Luna Coven, for instance, won't just power up their own spells with Conduit – those applying Pyregel will get a buff to🧜o. And if Pyreborne already skew stronger, how much tougher can they get when you start giving them Valor buffs?

"I spent my first run thinking 'wait, did I get really bad at Monster ⛎Train? Was I ever good?'"

I spent my first run thinking 'wait, did I get really bad at Monster Train? Was I ever good?' ⭕It wasn't until I began to get to grips with the intricacies of each clans' play strategies – a🍨nd, more importantly, how they can power each other up – that I stopped being a damage sponge and was able to bring the pain myself.

Now, after several runs, and beginning to unlock more cards for each clan,🐓 I'm getting a glimpse of how far these plans can really be pushed♛. All it took was refusing to take off my conductor cap and being so engrossed with each run that it made me more than a little bit late to: 1. a family dinner (nobody noticed I was absent) 2. a work meeting (nobody noticed I was absent) and 3. ironically, a train.

An event on the railway in Monster Train 2 is asking us to choose between extra pyre shards, which give different buffs and debuffs

(Image credit: Big Fan Games)

"The firstജ game had its complexities, but Monster Train 2 is brimming with them."

On top of adding new spells and units to each deck, and upgrading each one's champion to follow mult💎iple different routes, there's loads more customization in Monster Train 2 that really does make it feel like you're always having to make tiny decisions that radically alter each run. Rooms can now be applied to, well, each train room – giving units passive buffs f🔯rom extra damage to accruing bonuses when they slay monsters. Similarly, there's equipment. You won't believe it, but you equip these to your units to give them even more special bonuses. Even your pyre can be modified, giving runs their own unique flavor.

The first game had its complexities, but Monster Train 2 is brimming with them. Almost every card has more than one application out of the box, which can be enhanced further – all while other possibilities whirr around them. Which means while you're always making choices, for how to expand your deck or even how to play it on a round by round basis, you're always haunted by the ones you didn't make too. When so much is viable, it's on you to play conducto♌r. Monster Train 2 doesn't just have a hold of me when I'm on a run, but even when away from the game I'm still going over the options in my head for what to do next time, allowing gravy t𒅌o overspill mid-pour, my eyes empty, lost to the pyre.

Taking on the Corrupted Crusade in Monster Train 2 with a row of Luna Coven units, hovering over the Silver Strike card that deals double damage in a Full Moon

(Image credit: Big Fan Games)

It's a host of small tweaks and additions. Nothing r𝓀evolutionary taken on their own, but it's in how it all comes together that Monster Train 2 really begins to impress me. What I loved about🌸 the first Monster Train was how, to succeed, you were really encouraged to get into the cogs of your deck, adding doses of oil to between every round to make sure it ticks like a charm.

Not only are you improving cards – adding powers to generate🌱 extra buffs, or remove drawbacks like Consume (meaning it won't be redrawn once used each battle) – but paring down your deck by discarding what's unnecessary too. While always a boon in competitors like Balatr♚o, few deckbuilding roguelikes get you to think so closely about card composition.

Which means every card, every ability, and every buff matters a lot in Monster Train 2. Small additions, like a few extra gears, would make a hell of a difference in any clock – and here they change every tock just enough to make the mechanisms of Monster Train 2, while familiar, feel almost entirely different. I may be through the barriers, my demo time over, but I'm already turning back around, ready to board again. My many hours in Monster Train were just the beginning. W🧔ith Monster Train 2, I still have so much more to learn.


There's a strong chance Monster Train 2 could be one of the 澳洲幸运5开奖号码历史查询:best roguelike games!

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//344567.top/games/roguelike/they-let-me-play-monster-train-2-early-and-now-i-need-to-apologize-to-my-family/ dW5xtgFCCBSvooJh68VYRc Thu, 17 Apr 2025 13:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> A lot of studios focus on one type of game. Landfall is not one of them. Haste is a freerunning roguelike that I fell in love with during Steam Next F𒉰est, but it's only a tiny part of the studio's eclectic history. Content Warning is a humorous send-up of social horror games. Totally Accurate Battle Simulator is a strategy game defined by ragdoll physics, a trait it shares with its battle royale spin-off, TABG. Stick Fight: The Game is a simplistic platform fighter. To find L🎃andfall's last real similarity with its new game, you'd have to go back nine years and eight releases – bringing us to 2016's Clustertruck and its vehicular freerunning.

Despite that, however, the studio's heaꦐd of community Hanna Fogelberg tells GamesRadar+ the team "never really stopped" making games like this. "The actual sidetrack thing we did was making TABS – that's the weird side-plot of the studio, which is strange because it's obviously one of our biggest games and what we're very much known for." The similarity between this ragdoll strategy game and Haste's fast, elegant, flow-state-inducing gameplay might not immediately be clear, but TABS begat TABG, which has remnants that are "very, ℱvery reminiscent of the early Haste stuff."

Even before launching to thousands of positive reviews on Steam this month, Haste was the eighth most-played demo of the most recent Next Fest. In a field of more than 2,500 games, that's impressive, especially when you consider that this was the first time Landfall had taken part (and that it might have passed on the opportunity were it not for the advice of some of its friends at other studios). Its prem💯ise is simple: facing a spreading corruption, protagonist Zoe must run faster than the end of the world. Evoking 3D Sonic as she soars across the undulating procedural landscapes of her shattering existence, piloting Zoe is an exercise in maintaining a glorious ꩲflow-state at the fastest possible speeds.

Keep running

The protagonist of Haste standing in old blue ruins while a ball of darkness looms on the horizon

(Image credit: Landfall)
Think big

Indiana Jones and the Great Circle

(Image credit: MachineGames)

Sharing the platform with Haste, here are the 澳洲幸运5开奖号码历史查询:best PC games you should check out

If you're an OG Landfall fan, that might sound familiar. Writer Petter Vilberg says that early in Haste's development, composer Karl Flodin sat down to get a feel for the new game. "He was the first person to [...] be like 'oh my god, it's happening, we're finally making Clustertruck 2'." Tonally the two games are very different, but you can feel the similarities when you play Haste. As Fogelberg admits, CEO Wilhelm Nylund "has a couple of categories of games he likes to make," and Landfall🧸 isn't afraidಌ to retread old ground.

Nevertheless, one thing does set Haste apart. A roguelike formula underpins Zoe's desp🍌erate sprints – die three times and you're done, sent back to the start of the web-like Slay the Spire-style map that shapes your journey. Vilberg says that the iconic deckbuilder was "obviously a touchpo🍨int" for Landfall, but it's a structure that only evolved with the game gradually.

Haste has always been about running extremely fast - "we had this core gameplay very, very early on," Vilberg claims - but its actual formula has evolved a lot. "It started out as this idea where it made a certain amount of sense for it to be a multiplayer thing," a🧸 battle royale-style system in which players raced each other. Unfortunately, "it became clear that we were moving so fast that it's really difficult to interact with players in any way." Vilberg tells a story about the brief weekend where Haste was – and then wasn't – an MMO. "This game has been so many things," says Fogelberg, just a little exasperated.

A woman running away from a ball of darkness which is chasing her from the top of a meadowed hill

(Image credit: Landfall)

Eventually, the roguelike structure settled in, but even that came with its difficulties. Landfall's early formulas had dedicated tracks that were too big and complex to be generated on the fly alongside the networking complexities of a multiplayౠer game. Suddenly, however, Haste wasn't a multiplayer game anymore, and the procedural generation tools that the team♒ had written off were fast enough to fit its new roguelike structure.

Even once the team was finally settled in, however, there were still hurdles to overcome. "There's been so many different iterations of what the game could be," says Fogelberg, that "a lot of people have very different expectations." Perhaps they saw an early💃 development video from three years ago "when we were like 'maybe we'll make it into a battle royale'." To solve that, she says that Steam Next Fest was crucial. "It was also really good to have a demo out so people could play it and not come on launch day and be ♔like 'hey, I thought this was a battle royale game, what happened with that?'"

Eventually, it was Next Fest that helped abate those concerns. Haste's performance, which saw it go toe-to-toe with heavy-hitters like Among Us, Dune: Awakening, and Mecha Break, means that Landfall went into launch with "some confidence" – in short, knowing that players dug what was being offeജred. Two weeks from launch and boasting an enviable 91% approval rating on Steam, it seems that conf♈idence has been rewarded.


Our 澳洲幸运5开奖号码历史查询:new games 2025 list rounds up every upcoming game you may want to keep an eye on this year

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//344567.top/games/roguelike/this-sonic-frontiers-style-free-running-simulator-is-already-my-favorite-roguelike-of-2025-but-it-was-almost-a-very-different-game-we-were-like-maybe-well-make-it-into-a-battle-royale/ 8HJiQJqsfypUpNW82wBbrk Tue, 15 Apr 2025 15:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> The publisher behind Dungeons & Degenerate Gamblers has talked about the pressures and boons🍃 of launching a blackjack-themed card-based roguel🍸ike so close to the poker-themed card-based roguelike smash hit of the year, Balatro.

Yogscast Games publishing director Simon Byron recalled the time when the publisher had just signed Dungeons & Degenerate Gamblers, something the 🅠team thought could b🔯e "pretty special," shortly before finding out about another roguelike that was popping off at the same time.

"I looked it up and said, ah f**൩*, and that was when I⛎ see it's being published by Playstack," Byron said to GamesRadar+ about Balatro's viral success.

"What would you rather? Would you rather that game is a huge hit? Or would you rather it fails? Which would give you more🥀 confidence?" Byron remembered thinking at the time. "I think we benefited from riding in the wake of Balatro and PlayStack's work even though our game was on Steam beforehand."

Hitting Steam a couple months after Balatro might have been a plus but it came with its own challenges, too, according to Byron. "Dungeons and Degenerate Gamblers is, 𓄧yes, it's a casino-based roguelike, but it's a very different game [than Balatro] in terms of dial and structure. And I do think, maybe at some point people expected it to be more Balatro, which it's not. But we've been really, really happy with how it's done."

It probably helped that Degenerate💮 Gamblers' devs Purple Moss Collectors and Balatro creator LocalThunk were already cheering each other on. LocalThunk to buy and review Dungeons & Degenerate Gamblers at launch, while the game was also sold in a bundle featuring Balatro and Luck Be A Landlord. "And it was great," Byron said. "I've worked at a publisher where it's been really insular. It's been them versus the world, right? And it's been really competitive, and that's not the way to be."

"Catch my goofy a** card game in the new season": LocalThunk celebrates as Balatro appears in Black Mirror season 7, months after its creator proclaimed his love for the roguelike

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//344567.top/games/roguelike/i-looked-it-up-and-said-ah-f-as-balatro-took-over-the-world-another-publisher-was-sweating-over-its-own-card-roguelike-which-localthunk-then-promoted-himself/ BXv3TCxuPdssLeZcTA4LpX Sun, 13 Apr 2025 14:35:26 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Both Deep Rock Galactic spin-offs had some massive news in store today, as not only did we learn that Survivor will go 1.0 in September, w🦹e also got the reveal that Rogue Core is about to get a closed alpha underway.

Deep Rock Galactic: Survivor launched in Steam Early Access on February 14, 2024, and it's set to finally get its 1.0 launch on September 17. Even in its pre-launch form, the Vampire Survivors-style take on the space dwarf franchise 澳洲幸运5开奖号码历史查询:proved a hit with ove♐r 1 million playeꩲrs, and the trailer below includes some fun Easter eggs for fans – like a can of DW40K, poking at the common comparisons between DRG and Warhammer 4♛0,000.

Meanwhile, we also got a look at gameplay for Deep Rock Galactic: Rogue Core, which takes the core🍸 of the original co-op game and spins it into a roguelike format. This one will be hitting Steam Early Access at an unspecified date, but the notableꦦ bit in the trailer is confirmation that a closed alpha is "starting soon," and sign-ups should be imminent.

The Deep Rock Galactic fa༒ndom is famously wholes🥃ome one, even though the original game this is all based on is about worker exploitation and facing overwhelming odds against endless arrays of massive hordes of alien monsters. Maybe that trauma is what binds the community together - and maybe why they have so much in common with Dwarf Fortres𓆉s fa💦ns. You know, besides the whole r♋ock and stone thing.

Deep Rock Galactic roguelike dev says innovation for innovation's sake is too expensive to survive: "We're a studio of 50 people with bills to pay."

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//344567.top/games/roguelike/1-year-and-1-million-players-later-deep-rock-galactic-survivor-goes-1-0-in-september-plus-the-roguelike-rogue-cores-alpha-is-starting-soon-in-a-massive-day-for-dwarf-enthusiasts/ FqdUFHwG2D6FcNq4RDo5BM Thu, 10 Apr 2025 17:00:00 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Anyone still hopelessly engrossed in Balatro might do a bit of a double-take when they catch up on the latest season of𝓰 Black Mirror because there's an Easter egg for LocalThunk's hit roguelike to look ou✨t for.

If you've not watched Black Mirror's seventh season yet, don'𓃲t worry, you're not going to find any spoilers here. Alternatively, if you've already watched the whole thing and thought Balatro had taken over your brain to the point that you're now imagining it everywhere you look, then no, that moment hasn't arrived (yet). As of the third episode, Hotel Reverie, as LocalThunk puts it: "Balatro is now canonically in Black Mirror."

As you can see below, this isn't just a blink and you'll miss it, hidden in the background reference – the game is on full display on a laptop screen, front and center. "Catch my goofy ass card game in the new seas🍸on of Black Mirror," LocalThun🍰k .

While it's certainly a nice surprise to see the game show up, perhaps we should have seen it coming. Last August, Black Mirror creator Charlie Brooker revealed himself as an enormous Balatro fan, noting that he plays it "in short bursts when I'm writing to reward myself." He also predicted that "humankind's activity is going✨ to drop about 25%" when the mobile ports launched, and he probably wasn't too far off the mark with🌳 that figure.

Balatro has had quite the week – even before its Black Mirror appearance, it took home a BAFTA award for the best Debut Game, which was accepted by Final Fantasy 16's Clive actor Ben Sඣtarr, dressed as Jimbo the Joker. It was a very fun (if not weird) moment, even though the game's developer wasn't the one on stage accepting the award. "So what if my only contribution to Balatro was that trailer and a bit of sucking on a banana for a few seconds?" Starr asked. It was a very important contribution, to be fair.

Wildly successful Balatro publisher says more indie devs need funding "that isn't based on making a ridiculous amount of money back."

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//344567.top/games/roguelike/catch-my-goofy-a-card-game-in-the-new-season-localthunk-celebrates-as-balatro-appears-in-black-mirror-season-7-months-after-its-creator-proclaimed-his-love-for-the-roguelike/ jPtuiubimuwn3UBfT5NVGZ Thu, 10 Apr 2025 14:37:55 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Hit bullet hell roguelite 澳洲幸运5开奖号码历史查询:Vampire Survivors has hit a roadblock in its next update on ꦰPS5 and PS4, as developer Poncle reveals that its promised cross-save feature has been pushed back because of "a legal issue."

Poncle that tജhe cross-save feature was coming to PlayStation, Xbox, PC, and mobile platforms sometime this month as part of the upcoming 1.13 patch, which is "probably the biggest free update we've ever done." At the time, the developer noted that it was a "complex feature," as "even with a lot of help from the various platforms, things like security, traffic, privacy, and platform policies have taken us a while to get right." It was already confirmed that Nintendo Switch won't be getting the feature at the same time as everyone else, but now it's been revealed that those on PlayStation will also have to wait and potentially go without it entirely.

"At [the] last minute, we've run into a legal issue on Pl🦂ayStation we weren't aware of that requires us to share info on our partners that we're unable to," . "The chances of cross-save coming to PlayStation consoles are now very slim but n𒐪ot impossible, so we're going to keep working alongside PlayStation to resolve these problems."

Poncle says, "We're so sorry to bu🦩ild up any anticipation for this feature on PlayStation only to change plans at the last minute," but notes that the feature will still be coming to PC, Xbox, and mobile platforms as planned "in the next few weeks." It's still set to arrive on Switch "at a later date," as well as "Apple Arcade if we can do so without breaching any privacy commitments."

There's still no exact release date for update 1.13 at the time of writing, although it sounds like we can expect it to arrive nearer the end of the month if cross-save is coming to other platforms in "the next few weeks." Near the end of last year, Poncle did previously release a 澳洲幸运5开奖号码历史查询:roadmap for Vampire Survivors, but, uh, good luck deciphering it.

For more games like Vampire Survivors, be sure to check out our roundup of the 澳洲幸运5开奖号码历史查询:best roguelikes you can play now.

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//344567.top/games/roguelike/vampire-survivors-dev-says-the-chances-of-cross-save-coming-to-playstation-are-now-very-slim-but-not-impossible-after-running-into-a-legal-issue-at-the-last-minute/ NqCgEdMUwG89aGe8CzXuRN Wed, 09 Apr 2025 15:54:15 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> 澳洲幸运5开奖号码历史查询:Poker roguelite Balatro swept the BAFTA games awards last night, and 澳洲幸运5开奖号码历史查询:Final Fantasy 16's very own Clive, Ben Starr, gave an incredibly strange speech when picking up it⛦s best Debut Game win.

"This is weird. This is weird, isn't it," says Starr as he takes to the podium, dressed in full clown makeup. Yeah, Ben, this is pretty weird. "Yes, it's me, that weird live-action Jimbo from the Balatro commercia🗹൩l."

In case you missed it, Starr plays a live-action Jimbo in the Balatro adverts, and he absolutely 澳洲幸运5开奖号码历史查询:went to town on a banana in one outtake. "This might be a rather confusing, and at first glance, arousing moment," he says. "But don't worry, it'sಌ perfectly natural. Don't fight the feeling, Jokers have full sex now." A horrifying thought.

Now, Balatro was m🐓ade by a man who goes by the name of LocalThunk, not Ben Starr, something the actor addresses in his speech. "So what if my only contribution to Balatro was that trailer and sucking on a banana for a few seconds," he a𒆙sks? "I ask you this: Isn't selling stuff nice? What is art in 2025 but a thinly veiled vessel of ruthless commercial self-interest through which rich people try to make even more money?"

By now, we've all seen how successful Balatro is, 澳洲幸运5开奖号码历史查询:selling over five million copies, and Starr confirms that LocalThunk made a pretty penny from it. "I can say having met༺ him personally, LocalThunk is really rich now," Starr says. "He has shoes m𒈔ade of gold and he thanks you for making him that way. He says here at the bottom, he wishes he could thank more people, but if he's being honest, it was just him who made it. Everyone else is a freeloader, 'especially you, PlayStack.'"

PlayStack is the publisher of the hit game which is on PC, mobile, and consoles, so it probably did help LocalThunk out quite a bit. Everyone took the joke well and the audience laughed. PlayStack also says more publishers need to fund indie devs in a manner that "isn't based on making a ridiculous amount of money back."

Starr finishes with a lovely nod to other indie games, saying "Play more in☂dependent games like Animal Well. They are the lifeblood of this industry and they deserve your respect."

If you're one of the few people who hasn't played Balatro yet, you can for 10% off. Just don't get it on mobile or you'll be tempted to 澳洲幸运5开奖号码历史查询:play it during work meetings.

Check out all the 澳洲幸运5开奖号码历史查询:upcoming indie games for 2025 and beyond so you know which ones to wishlist.

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//344567.top/games/roguelike/balatro-solo-dev-localthunk-is-really-rich-now-says-final-fantasy-16-star-while-dressed-as-a-clown-he-has-shoes-made-of-gold-and-he-thanks-you-for-making-him-that-way/ PvAbeBvZjUbUbsoi8MwUha Wed, 09 Apr 2025 09:43:46 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> "This is weird, isn't it?" asks Final Fantasy 16 actor Ben Starr, wearing ful🤪l clown attire and accepting an award for Balatro, a game he had nothing to do with aside from appearing in an advertisement. And yes, Ben and dear readers, it is weird, so let me just explain what's happening here.

Well, actually, that's pretty much exactlꦫy what's happening. Starr, who played Jimbo the clown in that , is accepting the roguelike's award for Best Debut Indie at the 2025 BAFTA Game Awards. "For those of you who aren't chronical꧒ly online, this might be a rather confusing and, at first glance, suspiciously arousing moment," Starr says.

It's unclear why Starr is accepting the award and not LocalThunk, the developer responsible for Balatro, but Starr's speech gives us a presumably insincere explanation in his admittedly very funny acceptance 🅠speech. Just another one for the pile.

"So what if my only contribution to Balatro was that trailer and a 🐻bit of sucking on a banana for a few seconds? But I ask you this: isn't♐ selling stuff nice? What is art in 2025 if not a thinly veiled vessel of ruthless commercial self interest through which rich people try to make even more money?

"And I can say, having met him personally, LocalThunk is really rich now. He has shoes made of gold and he thanks you for making him that way. He says here at the bottom, he wishes he could thank more people, but if he's being honest, it was just him who made it, everyone else is a freeloader, especially you [🔯publisher] Playstack. Oh, and play more independent games like Animal Well. They are the lifeblood of this industry, and they deserve your respect."

This reminds me of a weird, internet-poisoned, video gamey spin on that scene in Iron Man wಌhere Obadiah Stane accepts an award for Tony Stark because Tony was too busy partying to attend the awards ceremony. Except here we don't actually know the real reason the recipient wasn't present, although presumably it's for a much more boring, ordinary reason like scheduling conflicts.

Wildly successful Balatro publisher says more indie devs need funding "that isn't based on making a ridiculous amount of money back".

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//344567.top/games/roguelike/localthunk-is-really-rich-now-2-weeks-after-winning-yet-another-goty-award-balatro-sends-final-fantasy-16-star-to-accept-award-in-suspiciously-arousing-jimbo-attire/ zx23c3q38hQr5pbzdpuRFi Tue, 08 Apr 2025 23:51:35 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> Balatro publisher Playstack is undoubtedly thrilled with the success of the poker roguelike phenomenon, which recently 澳洲幸运5开奖号码历史查询:zipped past five million units sold,𝕴 and head of discovery Patrick Johnson has some advice for other publishers looking to support indie developers𒐪.

recently rounded up a group of winners from the Game Developers Conferencꩲe and Independent Game Festival Awards and asked them what they think publishers could be doing to help the indie scene flourish. Johnson's answer was simple: give indie devs more money, and don't expect to make a fortune every time.

"More easily accessible funding, that isn't based on maki🐻ng a ridiculous amount of money back," he said. "Reasonable budget, but🍨 more access for the people who need those reasonable budgets."

Again, there's no doubt that Playstack is looking for its next Balatro, but there was never any guarantee, or even strong indication, that a poker roguelike hybrid was ever going to do the kind of numbers Balatro has. More to the point, Playstack has previously said the game was a "pain in the ass" 🌄to market, with communications director Wout van Halderen saying the publisher maintained its 🔯conf𝓀idence in it because "we couldn't stop playing it internally."

Ideally, more publishers will see Balatro and other quirky indie hits as evidence of the value in investing in creativity instead of proven number-drivers, but considering that we livꦚe in one the most volatile times in game industry history largely because of corporate greed, I'll hold my breath for now.

When starting development on his hit roguelike, Balatro creator set out to recreate a made-up card game he played "thousands" of times with his friends.

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//344567.top/games/roguelike/wildly-successful-balatro-publisher-says-more-indie-devs-need-funding-that-isnt-based-on-making-a-ridiculous-amount-of-money-back/ HSf9Ge5eHwC3XBwYZqz6A Tue, 08 Apr 2025 20:01:33 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> 澳洲幸运5开奖号码历史查询:Hades 2 is getting its first console launch on the 澳洲幸运5开奖号码历史查询:Nintendo Switch 2, and the developers at Supergiant Games have praised the system, saying "with the extra power of Nintendo Switch 2, we know we can push some of the g♔raphical features." They also revealed that Hades 2 is coming to Switch 2 before other consoles.

Hades 2 should look better than ever thanks to the extra juice th🏅e Switch 2 has. In a new Creator's Voice video shared to Twitter, the game's development team talks through porting the early-access PC game to Switch 2.

"We learned so much from developing the original game on Niꦜntendo Switch, and we wanted to take those learnings forward to Nintendo Switch 2," says Amir Rao, Supergiant co-founder. "That meant, for us, being completely uncompromising when it comes to performance. We really, really, really want our games to perform at 60 frames per second. With the extra power of Nintendo Switch 2, we know we can push some of the graphical features."

I first played Hades on my roommate's Switch, so even though I'm mostly a PS5 boy,❀ I'm glad it's coming to the Switch 2 first.

"Something we did feel was incredibly important was the briskness of the play experience," says Greg Kasavin, creative director at Supergiant and former editor-in-chief of GameSpot. 💮"You could pick it up and start playing. You can just mash that button as you load the game and you're playing within seconds. That experience is really important to us."

澳洲幸运5开奖号码历史查询:Call of Duty: Modern Warfare 2 is one of the best games I've ever played in th🔥at regard. I remember booting it up after getting home from school and just mashing X until I got into a multiplayer lobby.

If you've not played Hades 2 yet because, like me, you're waiting for it to get out of early access, it sounds q🀅uite different from the original. While a lot of the gods of Olympus have returned, there are some new ones like the witchy Hecate, who Kasavin says wasn't in the first game because "her story was too vast, and she was too significant of a character to be relegated to a side character.ܫ" So, there's plenty of new stuff to get stuck into.

In the meantime, check out all the other 澳洲幸运5开奖号码历史查询:upcoming Switch 2 games that you have to look forward to.

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//344567.top/games/hades/hades-2-is-coming-to-switch-2-before-any-other-console-and-devs-say-we-know-we-can-push-some-of-the-graphical-features/ XwBxqkkd6Ktz6VEGG8PjuZ Tue, 08 Apr 2025 14:21:32 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> 2025 has already been a stacked year for great games, but Blue Pri🌸nce has blown them all o💫ut of the water and become the highest-rated game of the year so far.

With heavy-hitters such as 澳洲幸运5开奖号码历史查询:Split Fiction, 澳洲幸运5开奖号码历史查询:Monster Hunter Wilds, 澳洲幸运5开奖号码历史查询:Xenoblade Chronicles X, and 澳洲幸运5开奖号码历史查询:Kingdom Come: Deliverance 2 dominating this year, I'm surprised a game I hadn't heard of until tod🐲ay has managed to bag the top spot. It's this year's highest-rated game on so far, and it's easy to see why.

Blue Prince is a puzzle and exploration game that takes place in a house with shifting rooms. It's like 澳洲幸运5开奖号码历史查询:Dishonored 2's Clockwork Mansion level but turned into a full game. It borrows heavily from the Betrayal at🧜 House on the Hill board game where you randomly add more rooms as you play. It also looks absolutely gorgeous with a cel-shaded style.

In our 澳洲幸运5开奖号码历史查询:Blue Prince review, Oscar Taylor-Kent writes, "This exploration roguelike is like nothing else I've played and became a puzzle obsession I just couldn't s🍌hake." As you ven✃ture through the house, which changes its layout every in-game day, "each time you clutch a doorknob you get a selection of three possible rooms to etch onto your blueprint." I can understand why this mechanic has so many reviewers excited about it.

's review states the objective of the game is to "find the estate's mysterious 46th room," but "this is harder than it sounds." It seems like Blue Prince is a game that's best approached with as little foreknowledge as possible, though, as both TheGamer's and 's reviewers state they don't want ꧅to give anything away.

"I love Blue Prince so much I'm g✤oing to✱ spend the next 1,500 words or so telling you as little about it as possible," reads PC Gamer.

If you're not a fan of roguelikes because you feel like your time isn't being respected when you lose quickly and have to start over, don't worry, because writes: "Almost any stꦉrategy is valid, and it's worth poring over every room to gather as much information as po𝓀ssible."

Blue Prince is out April 10 on PS🔯5, Xbox Series, and PC.

You should check out our list of all the 澳洲幸运5开奖号码历史查询:video game release dates of 2025 so you know what else there is to look forward to.

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//344567.top/games/roguelike/this-puzzle-roguelike-has-become-the-best-game-of-the-year-so-far-beating-split-fiction-monster-hunter-wilds-and-kingdom-come-deliverance-2/ ThWQgMxZvgepFdiFv6XAzM Mon, 07 Apr 2025 15:04:48 +0000
<![CDATA[ Latest from GamesRadar+ AU in Roguelike ]]> They say when one door closes, another opens. In Blue Prince, you'd better hope that's the case – as your goal is to constantly push forward while exploring a shifting manor house that changes layout every day. Exp🦄loring in first-person, each time you clutch a doorknob you get a selection of three possible rooms to etch onto your blueprint. Dead ends, hallways, bedrooms; the wrong choice may ruin your run, the right one may give you another breadcrumb on a trail of devious family secrets.

That's right, this is a roguelike exploration puzzle game, and the debut from the Californian based indie studio Dogubomb. There's certainly no combat, unless you count an assault on your brain cells. The premise is relatively simple: you're called to a family mansion at Mt. Holly to claim your inheritance – which hinges on you finding the 46th room in the house which only has 45. That means at leas🌠t one secret lies tucked away, but what's genius about your first few attempts in Blue Prince is how quickly you find yourself stumbling upon many more. Documents to read, safes to crack, computers to trawl through, every newly opened door presents a fresh opportunity to be nosy.

Good manors

Selecting a room to place in Blue Prince, able to select from the Dining Room, Commissary, and Courtyard

(Image credit: Raw Fury)
Fast facts

Developer: Dogubomb
Publisher: Raw Fury
Platform(s): PC, PS5, Xbox Series X
Release date: April 10, 2025

In fact, trading notes with fellow journalists, it's possible to stumble on different sequences of brainteasers and even multiple routes to hitting credits. Naturally, though, rolling those precious developer names is only the start, revealing more taxing and tricky conundrums to hunt down, which I'm still picking through. Crucially, even though it took me about 11 hours across 19 runs (well, 23 if you count my demo time too) to reach that first milestone, I'm still finding n🌠ew mysteries.

Just like the set-up, the core of what you do is also incredibly simple to understand. Entering through a lobby with three doors, the layout of the manor is always five rooms wide, nine rows deep. You've a limited amount of steps that decrease with each room explored. Coins can be scooped up to spend in stores. Keys and gems littered about grant entry to locked do🌟ors or allow you to draft special rooms. A sealed antechamber at the very🐟 back of the house promises some kind of clue to find the final room.

But how do you unlock the antechamber? Reach it, 🎶and it's blocked off in a way no key can open. Again, there's actually more than one way, and you'll begin to learn the secrets for how to best place and move through these rooms as you go. While you can unlock some elements that carry over between runs, they're few in number. Mostly, the way you make progress in Blue Prince is by acquiring knowledge, be that strategies for how to place rooms, or by picking up and reading notes that give you greater perspective on what's really going on. Yes, this is one of those games best played with a notebook.

Entering the chapel in Blue Prince, stained glass windows illuminating the space

(Image credit: Raw Fury)

Before long you'll learn that the deeper you get into the manor the harder it is to progress. You'll come across more locked doors. And, rooms aren't unlimited – once placed there are no more copies. Completely avoid placing dead en🐬ds early, and you'll find yourself inundated with them later when you may need to manoeuvre the most. Instead, you'll want to worm your way through each day's blueprint carefully to maximize your options. Place a🌃 dead end storeroom early on, and it may present an item you can use throughout to make things easier, like a lockpick to give you a chance to negate key costs. Likewise, placing a hallway in a cramped space you've already blocked off at the sides would be a waste. Decisions, decisions.

Above all else, visiting new rooms is always a priority. Basically every room has soﷺme kind of benefit you can leverage in the right situation – even ones not obviously advantageous usually have some boon. Documents you can rifle through might contain vital clues for how to access hidden areas of rooms or crack later puzzles. Even runs where you don't get close to getting into the antechambe🅠r can be hugely beneficial if you glimpse the right messages.

Family secrets

Looking at monitors and a computer in Blue Prince's Security room

(Image credit: Raw Fury)

"I'm still finding mཧore that intrigues me as I continue to place rooms and expand my blueprints."

Some puzzles can even get quite meta, playing with aspects of space and time you might not have even considered Blue Prince was concerned about at all. It's not a game to✤ be underestimated. Crucially, though, despite the layers these puzzles can play with, everything is solvable in-game without having to share information online. Though trading cryptic notes with a fr🐼iend can be a joy in and of itself, there's also plenty of delicious 'aha' moments to be had when it all comes together.

Most of the time, randomness isn't a problem as there's so much you can find at all times. But, when you do find yourself chasing a solution that requires certain things to appear and they just won't it can grate – espeꦰcially after you've pared down so many other threads. One room in particular can power others after a puzzle has been solved, but requires careful placement in order to do so. I only saw this room in the stack three times, and only managed to get it down twice, both when I simply didn't have enough space on the blueprint left to make proper use of it. A shame as Blue Prince is at its best when it feels like you have room to experiment.

Moving through a hallway in Blue Prince, more rooms can be seen through an open door

(Image credit: Raw Fury)

There are a few ways things can just get a bit too fiddly – traipsing to the Outer Room to get a daily bonus day after day, for instance. Or having to grab specific random items and a workshop to bash together brand new items. Again, fine enough when you've got so many directions to go, but once you get used to it and want to focus on a few specific mysteries, it can feel a bit rough. Likewise, while I'm still finding new things each run, I do find myself going through plenty of familiar areas – having to mouse across the same room again just to c♊heck for loose change and gems cꦑan get a bit repetitive when you've already seen the same room lots of times.

Importantly, though, none of those annoyances got in the way of reaching the end credits. In fact, I appreciate how freeform the puzzles are that come your way. It turned out that by the time I'd reached that point I'd already grappled with about half theܫ tougher challenges for the mystery that lay beyond. My journey through the manor was completely different to anyone else I spoke to.

I'm still finding more that intrigues me as I continue to place rooms and expand my blueprints. Though this is more than an idea on paper like those architectural documents. Blue Prince is like little else I've played, a truly impressive new s🌜tyle of roguelike that puts its puzzling narrative at the fore, and is more than just a strong foundation – the whole house is rock solid.


Blue Prince was revi🥃ewed on PC, with a code provided by the publisher.

Want more runs? Our 澳洲幸运5开奖号码历史查询:best roguelike games will kick you off!

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//344567.top/games/roguelike/blue-prince-review/ 2iv8V9wSoEd5V5Kx8pvJnC Mon, 07 Apr 2025 13:02:30 +0000