It is the Year of Our Lord 2754…

You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him.

The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are.

Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast...

You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does its best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, better known as the Pit, the Free City.

Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.

The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few credits, but first you need a drink.

Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless.

Plants were sacred to the Founding Fathers. They represented our connection to Mother Earth, our sustenance, and our future. Picture rippling fields of wheat, rye, and barley to the horizon, mighty oaks and cedars, children eating apples right from the tree. That was the vision for Proxima.

But they didn't anticipate how many seedlings would fail in the Ship's simulated environments. And unless they found a way to make good those losses, it would be catastrophic. Alien fauna and poor soil were deemed the biggest threats, so they matched the most important plant species with customized, symbiont fungi. The latter were meant to act as pest killers. Unfortunately, the fungus did its job a little too well. We’re the pests now.

Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it.

Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands.

The Armory - Among the stars, the children of Earth wish most of all for peace. Nevertheless, the wise prepare for every eventuality – we should not survive long without the means to protect our territory and interests, with violence if every other method is exhausted. To that end, the Ship launched with a wide assortment of peacekeeping weapons and armaments, most of it looted and spent during the Mutiny and the hundred lesser skirmishes that followed.

Mission Control - The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts.

The Shuttle Bay - Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters.

The Factory - An abandoned industrial complex that once worked 'round the clock to produce tools for the Ship and the future colony. Why squander your precious shekels on second-hand Earth machinery, when your captive workforce will have three hundred years to manufacture everything you need?

And many others.

Combat is difficult. You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds or avoid fights you can't win. There are 3 main factors determining the difficulty of any combat encounter and your character's life expectancy: Accuracy, Evasion, Damage (both dealt and taken). To succeed in combat, you must learn to control these factors.

Accuracy = 50 + bonuses from (stat + skill + feat + implant + helmet/goggles + weapon). You can easily neglect a couple of items from this list and still be a competent fighter, meaning you don't need to min/max your stats because it's only 1 item out of 6. The attacker's accuracy is further modified by the attack type (different attacks have different pros and cons), the weapon's gun's effective range, and inflicted penalties.

Evasion = bonuses from (stat + skill + feat + implant + armor handling – armor penalty). The defender's evasion is further modifier by cover (the exact bonus depends on the angle), gadget bonus (i.e., using a Disruptor Field), and smoke/spore cloud (smoke grenades and certain critters). More detailed information can be found on the character and inventory screens (which show your accuracy and evasion), and in combat, where you can press ALT when targeting while targeting to learn what is affecting the accuracy of a particular attack.

The damage depends on both the weapon and the target's defense. Incoming damage is reduced by damage resistance (feat + implants + armor) and energy shield (gadget and/or energy armor). Weapons with good penetration and/or aimed attacks can reduce enemy's damage resistance, dealing more damage.

When you enter the stealth mode all tiles are automatically assigned detection values, determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. Green - safe (you remain undetected), yellow - risky (if you end your turn there, you'll be spotted), red - instant discovery. High sneaking ability (modified by skill, feats, gear) turns more tiles green and opens up more options, whereas a low level thief might see nothing but yellow and red tiles.

Each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something, but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled. An alerted guard turns towards the last noise generated, meaning a lot of safe tiles will turn red and if you're in the line of vision you'll be instantly discovered.

If fighting isn't you thing, you can avoid ALL combat by relying on speech skills: Persuasion, Streetwise, and Impersonate. Not every solution is in your face, but it is there. We check stats, skills, reputation, deeds, and track your choices to deliver appropriate consequences.

Ten party members (max party size is 4) and well over a hundred different characters, some less friendly than others.

Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired of reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that’s what her name meant, Mercy did her best to live up to it.
"Are you now?" Bartholomew looks at you with interest. "I assume you were on your way to the Habitat, but now you're stuck here... Your odds aren't looking good, my friend,” he gives you a salesman's smile. “Attacking the Black Hand's stronghold is suicide, with or without our help. If Stanton loses...” He makes a pause, letting you work it out on your own.“You may address me as Harbinger. I no longer have a name." The bitterness in her voice is unmistakable. She must not have been doing this Harbinger thing for long. One of the guards removes his helmet to reveal an oddly leathery face with deep-sunk eyes and a lipless mouth. He grins as he savors your discomfort.

“I wonder if the Neanderthals were as shocked by your outlandish appearance,” the woman says. “I wonder if they foresaw their own doom.”

A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure.

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee.

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity.
Plus lesser factions and groups: People of the Covenant (the mutants), the House of Ecclesiastes, formerly known as ECLSS - the Environmental Control and Life Support System, the Pit's Freemen, Thy Brother's Keepers, the Grangers, Jackson's Riflemen, and more!

Relevant Sites

鳴潮

『鳴潮』は自由度の高い戦闘と多種多彩なコンテンツが楽しめるオープンワールドアクションRPGである。プレイヤーは長い眠りから目覚めた「漂泊者」となって自分の記憶と物語を探す旅に就き、十人十色の共鳴者の仲間たちと「悲鳴」を乗り越えていく。✦世界観紹介✦漂泊する者よ、目覚めの気分はいかがかな?我々の世界からは、潮が引いた。引いてしまった。悲鳴が降臨し、人類は旧時代の法則に取り残され、文明が浅瀬に擱坐したのだ。しかし完全なる静寂の末、人類は再び産声をあげる。壊滅とともに訪れた新生。そう、人類は微かな希望を信じ、新たな世のあり方と向き合い始めたのだった。そして、あなたーー漂泊者は、これからある旅路に就く。共に戦う仲間、想像を超える強敵、理を覆すほどの強大な力、そして真相。そんな多くのものと出会う旅路だ。未だ見ぬ景色、それに世界の果てにさえ手が届くこともあるかもしれない。もちろん、全てはあなたの選択次第だ。災いの余韻の中で至る答えに期待するとしよう。停滞した文明の船を出航させるのは、あなたかもしれない。潮は満ち、そして引く。文明もまた然り。旅は、ここから始まるーー✦ゲーム特色✦——文明の滅びと新生をもたらした災い「悲鳴」/オープンワールドを探索しようオープンワールドゲームとして、『鳴潮』はプレイヤーに機動性の高い移動方式を付与しました。走りにスタミナを消費しないほか、鉤縄、壁走り、飛び越えなど、ストレスフリーに広大な世界を探索していただけます。プレイヤーは『鳴潮』の世界・ソラリスで目覚めた漂泊者として、自分の記憶と物語を探す旅に就きます。——限界まで潜在力を引き出す超爽快アクション/サクサク高速バトルを体感しようアクションゲームとして、『鳴潮』は超高速でサクサク爽快な戦闘コンテンツが豊富です。プレイヤーはジャスト回避・逆転反撃・音骸召喚、QTEスキルなどのシステムを活用して、強敵を倒して行きます。——共鳴し合う仲間と出会える冒険の旅/十人十色の共鳴者と出会おう漂泊する旅では、プレイヤーはまた見ぬ明日の真実を探っていく間、様々な共鳴者の仲間と出会えます。皆個性豊かで異なる共鳴能力を所有しており、プレイヤーの心強い旅仲間として活躍できます。——音骸の異能が奏でる色鮮やかな戦闘/音骸を吸収して戦闘で活用しよう『鳴潮』では、残像(敵モンスター)を倒すと、その能力を再現できる「音骸」が獲得できます。漂泊者よ、広大な世界で音骸を集め、独自のビルドを構築していきましょう!✦公式SNS✦公式サイト🔗linkYouTube🔗link@wutheringwaves3352TikTok🔗link@wutheringwavesjpX(旧Twitter)🔗linkLine🔗linkDiscord🔗link

Knight vs Giant: The Broken Excalibur

JoinourDiscord!ゲームについて偉大な魔術師マーリンのために聖杯を取り戻そうとする冒険の最中、高貴な円卓の騎士たちは、キャメロットに災厄をもたらす虚空の巨人をうっかり解き放ってしまった!そこで、勇敢にも、アーサー王が騎士団を率いて戦いに赴いたが、あっという間に恐ろしい生き物にやられてしまう。王国の守護者たちが殺され、伝説の剣エクスカリバーも壊れてしまったため、マーリンは虚空の巨人を元のアストラル界に戻すための強力な呪文を編み出す。ところが残念なことに、呪文は計画通りにはいかず、王国全体が巻き込まれてしまうことに...騎士を一人だけ復活させることができる力を持つマーリンは、勇敢な君主を復活させ、直ちに、それぞれがその前のものよりも強力な、虚空の巨人の魂の3つの巨大な姿を倒すよう命じた!しかし、王国の国民が次元の彼方に散らばってしまっていることが、問題を難しくしていた。アーサーは、マーリンが全員を無事に故郷に送り届けることができるよう、全員を救出しなければならない。このファンタジーアクションローグライトで、君はアーサー王となり、壊れたエクスカリバーを利用して、倒れた騎士たちのユニークな力をチャネリングしながら、恐ろしい敵の大群と戦い、手ごわい巨大ボスと対決することになる。手続き型生成された、活気に満ちたダンジョンを探索し、祝福を受け、スキルをカスタマイズしよう。王国の忠実な国民を救出し、彼らのユニークな才能を活かして、キャメロット城の栄光の座を取り戻せ!凶暴なモンスターの大群と戦え-緑豊かなブロシャランの森、灼熱のサラチ砂漠、猛火のスイデ火山に足を踏み入れ、さまざまな敵と戦おう。倒れた騎士たちの力を借りよう-ランスロットの強力なアロンダイトをはじめとする伝説の武器を手に、トリスタンの必殺技、千花斬りなどの破滅的なスキルを繰り出そう。巨人たちとの壮大な戦いに挑もう-手ごわい巨人たちに立ち向かい、自分の体格や敏捷性を生かして、敵の壊滅的な攻撃を回避しよう。祝福を受けて、能力を高めよう-強力な効果で騎士の武器やスキルを強化し、100以上のアクティブ&パッシブ能力を発見して武器を増強しよう。キャメロットの国民を救出し、城を修復しよう-建設者ギルドを訪れ、ショップや施設を建設して王国レベルを上げ、国民の才能を引き出そう。同じランは二度とない!-手続き型生成された世界を探索し、ユニークなNPCたちと出会おう。アッサムと取引を結び、パン・パイパーの挑戦に立ち向かい、モルガナの「贈り物」を受け取ろう。

ONE PIECE ODYSSEY

デジタルデラックスエディション【セット内容】・ゲーム本編・エキスパンションDLCセット-追加シナリオDLC【ONEPIECEODYSSEYReunionofMemories】-超お役立ちアクセサリーセット・そげキングの衣装セットデラックスエディション特典:そげキングの衣装セットエキスパンションDLCセット特典:100,000ベリー※デラックスエディションに含まれるゲーム内アイテムのうち、「エキスパンションDLCセット」は2023年5月25日に配信予定です。※デラックスエディションに含まれるゲーム内アイテムのうち、エキスパンションDLCセット以外は本製品発売日より使用可能となります。※内容・仕様は予告無く一部変更になる場合がございます。※詳細につきましては製品公式サイトをご確認ください。ゲームについて原作・アニメ共に大人気の『ONEPIECE』から、連載25周年を記念した新作RPG登場!【STORY】航海の途中、大嵐に飲み込まれる麦わらの一味。彼らが流れ着いた先は、周囲を嵐に囲まれた自然あふれる謎の島「ワフルド」。ワフルドで出会った海賊嫌いの少女リム。彼女は相手に触れることで力を奪うことができる特殊な力を持っていた。奪われた力はキューブに集約され、各地に飛び散ってしまう。少女との出会いをきっかけに、麦わらの一味の“思い出の場所”で、まだ見ぬ“偉大なる冒険”が幕を開ける――【SYSTEM】ONEPIECEの世界の冒険を体感するため、フィールド上での冒険遊びを中心としたADVENTUREとONEPIECEの世界の戦いを体験するBATTLEの2つのゲームシステムを用意。【BATTLE】麦わらの一味が活躍するONEPIECE×コマンドバトルシステム慣れ親しんだ王道のコマンドバトルを軸としつつも、『ONEPIECE』ならではの“麦わらの一味を活躍させることで勝利を目指す”本作オリジナルのシステムによる新たなバトル体験を実現。【ADVENTURE】麦わら一味の特技を活かして、“『ONEPIECE』の世界”を冒険島の謎を解くために、麦わらの一味の固有アクションを活かして前へ進むシステムを用意。ルフィのゴムゴムの実を活かしたアクションや、フランキ―の即興工事を用いて、『ONEPIECE』の世界を駆け抜よう。