What you see here is but a small fraction of the bonus artwork pack, available with just released The Last Federation, a tum-based strategy deep space domination epic. Over 60 amazing digital paintings will take you to the strange alien landscapes, and beyond-into the interstellar void.

As for the game, it comes from the people who made Al War: Fleet Command and offers varied and deep turn-based gameplay that promises adjustable difficulty level, that can go anywhere from beginner to hard-core strategist tier. 5 playable factions, epic battles, strange alien races, lots of Sci-Fi goodness. Windows + Mac!

Przed wyruszeniem w drogę, należy zebrać drużynę!Good news, Mac gamers! Many of our classic Dungeons & Dragons games from Hasbro are available for Mac OS X. You can now play
Baldur’s Gate: The Original Saga & Baldur’s Gate 2 Complete
Icewind Dale Complete & Icewind Dale 2 Complete
Planescape: Torment
and Temple of Elemental Evil 
on your Mac! 
There’s more: all of the above games, as well as some others receive additional language packs, today. In total, we’re adding over 50 new language versions to 15 of our classic games! Yes, you can now play Baldur’s Gate and many others in Polish, German, Russian, or French :-)
 Here’s the full list of updates.

Przed wyruszeniem w drogę, należy zebrać drużynę!

Good news, Mac gamers! Many of our classic Dungeons & Dragons games from Hasbro are available for Mac OS X. You can now play

on your Mac!

There’s more: all of the above games, as well as some others receive additional language packs, today. In total, we’re adding over 50 new language versions to 15 of our classic games! Yes, you can now play Baldur’s Gate and many others in Polish, German, Russian, or French :-)

Here’s the full list of updates.

Phew! Finally. The second episode of Broken Sword 5 - The Serpent’s Curse has arrived on GOG.com. You had us worried there for a moment, Revolution. Not quite Q1 2014, but still pretty close, right?

The important thing is, you can now play through all of George’s and Nico’s newest gripping adventure from the intriguing beginning right to the jaw-dropping end. $18.75 this week (that’s 25% off on the set of both episodes).

BlazBlue Calamity Trigger is a different kind of a fighting game. Not in that you don’t kick and punch your opponents or perform combos and special moves—you get to do all that, of course. It’s different than the most, as it presents the player with a surprisingly deep and involving story that presents a well-conceived and colorfully depicted original universe.

Just looking at the cast of fighters you’ll get a feeling that you’re in for something special. These are not your standard martial artists. They’re strange and quirky, often otherworldly, and it’s all reflected in their fighting styles.

Pair that with top-notch combat mechanics and excellent high-res 2D graphics, and what you get is one of the best and most unique modern fighting games out there. A worthy successor to the Guilty Gear series, improving on all aspects of its predecessor.

Us? We love it mostly for its quirkiness :-)

DRM-Free Battle of the Games 2014 has begun!
Teams of DRM-Free games combat each other for your amusement on GOG.com and YOU are the referee! Winners get 75% off discount, others settle for 60%.
Today, you can grab The Witcher 1&2 80% off, Heroes of Might and Magic 1,2&3 75% off, and Blackguards Special Edition 50% off. What great deals we’ll have for you tomorrow? You decide!
We always try to make our big promos fun for you guys, and unique in one way or the other. With Battle of the Games launched today, we’ve already spent an hour discussing the next idea. We’ve came up with a few fun twists, you’ll see ;-)Thought we might ask, do you have a crazy idea for a GOG.com sale?

DRM-Free Battle of the Games 2014 has begun!

Teams of DRM-Free games combat each other for your amusement on GOG.com and YOU are the referee! Winners get 75% off discount, others settle for 60%.

Today, you can grab The Witcher 1&2 80% off, Heroes of Might and Magic 1,2&3 75% off, and Blackguards Special Edition 50% off. What great deals we’ll have for you tomorrow? You decide!

We always try to make our big promos fun for you guys, and unique in one way or the other. With Battle of the Games launched today, we’ve already spent an hour discussing the next idea. We’ve came up with a few fun twists, you’ll see ;-)

Thought we might ask, do you have a crazy idea for a GOG.com sale?

100k Facebook Likes: The Power of Social!Hi, this is GDoc from the GOG.com team. I’m the person in charge of this blog, our social media profiles, and a few more things. May I take a moment of your time, please? Today, we’ve reached the milestone of 100 000 likes on our Facebook fanpage. We’re very happy about that, understandably, but you may wonder why do I even mention it here, on Tumblr.
 Two reasons.
One of them is that we’re giving away a 1000 and 100 games (that’s a hundred 10-game packs and one 100-game pack) to our Facebook followers, to celebrate the occasion. I thought you might like to know, and take your chances in the giveaway. But I’m here mostly to talk about the other reason: why is it so important for us that you connect with us via social media. I’ll try to talk you into doing just that, please bear with me!
We already are the default source for classics and all other DRM-Free digital games in the internet. One of the biggest online gaming stores in general, even. It’s a common PR practice to put the words “and it’s all thanks to you” at this point. But coming from me, here and now, it has nothing to do with PR—it’s a plain fact: the way we grew since our launch in 2008 is something we owe to our amazing, active, and supportive community.
That’s you.
We always think of you as partners and we do our best to honor your point of view in everything we do. We consider you our friends, and we know that in very many cases the feeling is mutual.
There are many of you who actively work with us on improving GOG.com, helping us in making our offer better, and the user experience more pleasant. We’re eternally grateful to all those people who devote their time, creativity, and effort to help GOG.com evolve and become better for all of us. But even some of you, who are great fans and supporters of what we do and what we stand for, simply don’t have that much time to spare.
There’s a simple solution, though, if you want to contribute to our growth: follow us on our social media channels. It means much more to us, than you might have thought! It’s not only a way for us to reach you with the info of our new releases and promotions (although, of course, that’s one of the reasons we want you to follow us). No, we want you to connect with our social network profiles, because it helps us quite a lot when it comes to securing new releases for GOG.com.
How’s so?
The bigger you are, the more you can get done. That’s a general rule in business. We are quite big, yes, but (for many reasons, with one of the foremost of them being: we say no to DRM) not as big as our competitor. Having a larger number of fans and followers—a number that’s out there for everyone to see—helps us to show potential new partners that we have a large audience that we can sell their games to. Every time you add to that number it makes the job of my friends at the Business Development team easier, and the chances of us releasing that one game you want to see so much DRM-Free on GOG.com, a little bit higher.
I know that it’s unusual for a company to ask something like this of its customer, but we like to think that GOG.com isn’t your every other business, and we know for sure you are not every other digital store user. So, this is me asking you, dear GOGger, please help us grow:

Like us on Facebook
Follow us on Twitter
Add us to your circles on Google+
Follow us here, on Tumblr
Subscribe to our YouTube Channel
Or even watch our Instagram stream

Pick some! Pick one! Every single subscription makes us happy and lets us know you care for what we’re doing. On my part, on our part, we promise to make everything we post either attractive, exciting, or simply entertaining, so you’ll feel that joining us via social media was worth your time. No spamming. No trickery. A healthy amount of bad puns. Ocasional silly ideas—social media, the GOG.com way.
Like us, just like we like you. Tell all your gamer friends about us, you’ll be doing us, them, and yourself a favor. Thank you for being with us, and please be with us even more. This means a lot to us! To me.
Sincerely,GDoc
 

100k Facebook Likes: The Power of Social!

Hi, this is GDoc from the GOG.com team. I’m the person in charge of this blog, our social media profiles, and a few more things. May I take a moment of your time, please? Today, we’ve reached the milestone of 100 000 likes on our Facebook fanpage. We’re very happy about that, understandably, but you may wonder why do I even mention it here, on Tumblr.

Two reasons.

One of them is that we’re giving away a 1000 and 100 games (that’s a hundred 10-game packs and one 100-game pack) to our Facebook followers, to celebrate the occasion. I thought you might like to know, and take your chances in the giveaway. But I’m here mostly to talk about the other reason: why is it so important for us that you connect with us via social media. I’ll try to talk you into doing just that, please bear with me!

We already are the default source for classics and all other DRM-Free digital games in the internet. One of the biggest online gaming stores in general, even. It’s a common PR practice to put the words “and it’s all thanks to you” at this point. But coming from me, here and now, it has nothing to do with PR—it’s a plain fact: the way we grew since our launch in 2008 is something we owe to our amazing, active, and supportive community.

That’s you.

We always think of you as partners and we do our best to honor your point of view in everything we do. We consider you our friends, and we know that in very many cases the feeling is mutual.

There are many of you who actively work with us on improving GOG.com, helping us in making our offer better, and the user experience more pleasant. We’re eternally grateful to all those people who devote their time, creativity, and effort to help GOG.com evolve and become better for all of us. But even some of you, who are great fans and supporters of what we do and what we stand for, simply don’t have that much time to spare.

There’s a simple solution, though, if you want to contribute to our growth: follow us on our social media channels. It means much more to us, than you might have thought! It’s not only a way for us to reach you with the info of our new releases and promotions (although, of course, that’s one of the reasons we want you to follow us). No, we want you to connect with our social network profiles, because it helps us quite a lot when it comes to securing new releases for GOG.com.

How’s so?

The bigger you are, the more you can get done. That’s a general rule in business. We are quite big, yes, but (for many reasons, with one of the foremost of them being: we say no to DRM) not as big as our competitor. Having a larger number of fans and followers—a number that’s out there for everyone to see—helps us to show potential new partners that we have a large audience that we can sell their games to. Every time you add to that number it makes the job of my friends at the Business Development team easier, and the chances of us releasing that one game you want to see so much DRM-Free on GOG.com, a little bit higher.

I know that it’s unusual for a company to ask something like this of its customer, but we like to think that GOG.com isn’t your every other business, and we know for sure you are not every other digital store user. So, this is me asking you, dear GOGger, please help us grow:

Pick some! Pick one! Every single subscription makes us happy and lets us know you care for what we’re doing. On my part, on our part, we promise to make everything we post either attractive, exciting, or simply entertaining, so you’ll feel that joining us via social media was worth your time. No spamming. No trickery. A healthy amount of bad puns. Ocasional silly ideas—social media, the GOG.com way.

Like us, just like we like you. Tell all your gamer friends about us, you’ll be doing us, them, and yourself a favor. Thank you for being with us, and please be with us even more. This means a lot to us! To me.

Sincerely,
GDoc

 

The Journeyman Project trilogy is now complete on GOG.com with yesterday’s addition of The Journeyman Project 1: Pegasus Prime.

Yup, that’s right. The first of the three was the last to join the party, as both sequels were available DRM-Free on GOG.com for a long time, already. But that’s only fitting for a series of games where time travel is the predominant theme.

Up until next Thursday, the freshly remastered The Journeyman Project 1: Pegasus Prime is available for just $7.99, while both sequels are only $2.99 each!

GOG.com Interviews Piranha Bytes’ Björn Pankratz
Risen 2: Dark Waters dropped anchor today, on GOG.com (the Gold Edition containing all of the games expansion packs is only $11.99 until Saturday!). That’s a nice moment for a chat with someone who’s been in Piranha Bytes since 1999, had the chance to work on both Gothic and Risen series, and now is the studio’s Project Director and head of Game Design. GDoc, the GOG.com blogger-in-chief, talks with Björn Pankratz!
GDoc: Let’s get this out of the way once and for all—Risen is, at its core, the actual fourth Gothic game, right? Were you guys sad to leave the realm of Myrtana (where the Gothic games were set) behind, or were you happy to explore a brand new world and start the adventure from scratch without looking back at the Nameless Hero and his further proceedings?
Björn: We loved to work on the Gothic universe. It was a pleasure for all of us to see, that these games were played and liked by so many people. We also loved to make a new world with new characters and adventures in a similar setting as we did in the Risen series.
GDoc: In 1997 Gothic was the title that put Piranha Bytes on the map of gaming industry. Are there many people from the original team still working with you all these years later?
Björn: Many of us are still from the old guard. But time does not stop. We did not want to become an old company or to become blind for fresh new impulses over the years. So we looked for young and ambitious new team­ members in the last years and found a lot of suitable candidates for the next generation of Piranhas. I am very proud of our team today.
GDoc.com: The first Gothic and Risen were released 12 years apart. Two games with a very similar gameplay feeling and ideas coming from two completely different times when it comes to technology available to game developers. Many things have surely changed making your life easier. But tell me, are there any parts of the old creative process that you miss nowadays?
Björn: Every time has its own atmosphere, problems and pleasures. To compare them is not easy. The next problem you have to solve is always the hardest. Fact is, that we never forgot where we started and tried to do things in our own tradition and lifestyle. And believe me, such a idealistic values are not easy to defend over the years.
GDoc: While many RPG games re-create worlds already existing in the pop-cultural geek hive-mind, both Gothic and Risen feature original, non-licenced settings. However, there surely were some inspirations behind each of these games. What ideas and themes from other fictional worlds made it into your games?
Björn: We like to play games and watch film of all kinds of settings and genres. To name them all would be too much to list them all. The important ones for sure are the tales of Tolkien’s middle earth, Star Wars and similar well designed universes. We were always trying to create a special and unique world with many different aspects. On one hand, it should always be a world, where we ever wanted to live in, on the other hand, we wanted our fans to feel comfortable about the contents we offer them. To hit their expectations were always our biggest directive and challenge.
GDoc: Piranha Bytes games are often praised for their ability to balance open-world gameplay with story-driven narrative. Did it take hours, and hours of figuring out, or did you manage to find that sweet spot by intuition? And while we’re on the subject, what’s your take on sandbox gameplay in RPGs?
Björn: The gameplay and quests we designed have to offer many things: To be believable, to be varied, to be easy to manage for the player, to put the player right into the action, to offer the biggest freedom of choices as possible and last but not least: It has to be entertaining from the first to the last minute of the games. We worked hard on our mechanics to manage all these issues again and again for every title. Just to get a little idea of what the production of a game like ours is about.
GDoc: Let’s finish off with a question that will let our readers get to know you a little more, personally. Besides your own homepage (and GOG.com, of course!) what do you consider to be the hottest, most interesting thing or place that can be found in the Internet—right now?
Björn: There is much hot stuff in the internet today, but the most interesting thing seems to be the social networks. Nowadays I have the opportunity to present myself to everyone, as I want to be seen. That’s amazing.

GOG.com Interviews Piranha Bytes’ Björn Pankratz

Risen 2: Dark Waters dropped anchor today, on GOG.com (the Gold Edition containing all of the games expansion packs is only $11.99 until Saturday!). That’s a nice moment for a chat with someone who’s been in Piranha Bytes since 1999, had the chance to work on both Gothic and Risen series, and now is the studio’s Project Director and head of Game Design. GDoc, the GOG.com blogger-in-chief, talks with Björn Pankratz!

GDoc: Let’s get this out of the way once and for all—Risen is, at its core, the actual fourth Gothic game, right? Were you guys sad to leave the realm of Myrtana (where the Gothic games were set) behind, or were you happy to explore a brand new world and start the adventure from scratch without looking back at the Nameless Hero and his further proceedings?

Björn: We loved to work on the Gothic universe. It was a pleasure for all of us to see, that these games were played and liked by so many people. We also loved to make a new world with new characters and adventures in a similar setting as we did in the Risen series.

GDoc: In 1997 Gothic was the title that put Piranha Bytes on the map of gaming industry. Are there many people from the original team still working with you all these years later?

Björn: Many of us are still from the old guard. But time does not stop. We did not want to become an old company or to become blind for fresh new impulses over the years. So we looked for young and ambitious new team­ members in the last years and found a lot of suitable candidates for the next generation of Piranhas. I am very proud of our team today.

GDoc.com: The first Gothic and Risen were released 12 years apart. Two games with a very similar gameplay feeling and ideas coming from two completely different times when it comes to technology available to game developers. Many things have surely changed making your life easier. But tell me, are there any parts of the old creative process that you miss nowadays?

Björn: Every time has its own atmosphere, problems and pleasures. To compare them is not easy. The next problem you have to solve is always the hardest. Fact is, that we never forgot where we started and tried to do things in our own tradition and lifestyle. And believe me, such a idealistic values are not easy to defend over the years.

GDoc: While many RPG games re-create worlds already existing in the pop-cultural geek hive-mind, both Gothic and Risen feature original, non-licenced settings. However, there surely were some inspirations behind each of these games. What ideas and themes from other fictional worlds made it into your games?

Björn: We like to play games and watch film of all kinds of settings and genres. To name them all would be too much to list them all. The important ones for sure are the tales of Tolkien’s middle earth, Star Wars and similar well designed universes. We were always trying to create a special and unique world with many different aspects. On one hand, it should always be a world, where we ever wanted to live in, on the other hand, we wanted our fans to feel comfortable about the contents we offer them. To hit their expectations were always our biggest directive and challenge.

GDoc: Piranha Bytes games are often praised for their ability to balance open-world gameplay with story-driven narrative. Did it take hours, and hours of figuring out, or did you manage to find that sweet spot by intuition? And while we’re on the subject, what’s your take on sandbox gameplay in RPGs?

Björn: The gameplay and quests we designed have to offer many things: To be believable, to be varied, to be easy to manage for the player, to put the player right into the action, to offer the biggest freedom of choices as possible and last but not least: It has to be entertaining from the first to the last minute of the games. We worked hard on our mechanics to manage all these issues again and again for every title. Just to get a little idea of what the production of a game like ours is about.

GDoc: Let’s finish off with a question that will let our readers get to know you a little more, personally. Besides your own homepage (and GOG.com, of course!) what do you consider to be the hottest, most interesting thing or place that can be found in the Internet—right now?

Björn: There is much hot stuff in the internet today, but the most interesting thing seems to be the social networks. Nowadays I have the opportunity to present myself to everyone, as I want to be seen. That’s amazing.

gameological:


“Riven is still careful to let you investigate the realm in your own time. The fleeting glimpses of humanity, though, naturally create an urge to meet some of these folks. Why won’t they be your friend? That’s for you to figure out. The emptiness that was taken as a matter of fact in Myst is part of the puzzle in Riven; it enriches the tensions of the game.”

—Our latest “Special Topics In Gameology” series is about emptiness in games. Myst uses it to calm you; its sequel, Riven, uses it to provoke you.

A nice piece on Riven: The Sequel to Myst by A.V. Club’s John Teti. Looking back at the game it was the striking emptiness that by large made the game so special.

gameological:

Riven is still careful to let you investigate the realm in your own time. The fleeting glimpses of humanity, though, naturally create an urge to meet some of these folks. Why won’t they be your friend? That’s for you to figure out. The emptiness that was taken as a matter of fact in Myst is part of the puzzle in Riven; it enriches the tensions of the game.”

—Our latest “Special Topics In Gameology” series is about emptiness in games. Myst uses it to calm you; its sequel, Riven, uses it to provoke you.

A nice piece on Riven: The Sequel to Myst by A.V. Club’s John Teti. Looking back at the game it was the striking emptiness that by large made the game so special.