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Nighthawks - All News

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Sunday - May 12, 2024
Wednesday - April 29, 2020
Sunday - May 05, 2019
Monday - March 04, 2019
Thursday - January 03, 2019
Thursday - October 18, 2018
Thursday - October 04, 2018
Wednesday - September 26, 2018
Monday - September 24, 2018
Friday - September 21, 2018
Tuesday - September 18, 2018
Tuesday - September 11, 2018
Thursday - September 06, 2018
Thursday - August 16, 2018
Box Art

Sunday - May 12, 2024

Nighthawks - Conversation Preview

by Hiddenx, 20:32

The vampire RPG Nighthawks is still in development:

Overheard At Nighthawks

Thanks Couchpotato!

Wednesday - April 29, 2020

Nighthawks - Release: Early 2021

by Hiddenx, 17:35

The adventure RPG Nighthawks will be released early 2021:

Nighthawks

Six months ago, you died and were reborn. A vampire. A predator. Not a mere creature of the night, but one of its masters. At least, that’s how things were supposed to be.

Unfortunately, the world has changed. The secret is out. Vampires have finally been exposed, and though your existence is tolerated, your new thirst is not. You came to the one city willing to promise a fresh start, only to find suspicion and starvation waiting on its dark streets. But death could not hold you, and fear will not hold you back. When the sun goes down, outcasts *rise*.

It’s time to seize the night by its throat.

WELCOME TO NIGHTHAWKS
Enter a twisted, darkly comic city where humans and vampires are struggling to live together. Take over a failing nightclub on the wrong side of the tracks, and turn it into your personal empire through seduction, intimidation, and careful use of secret supernatural Gifts. Befriend and recruit fellow outcasts, digging deep into their stories and harnessing their skills. Explore a fully voiced, lavishly written world of dark shadows and bright neon, where your every decision will push the world towards a bold united future, or forever destroy any hope for peaceful coexistence.

FEATURES

  • Climb from rags to riches as a modern Vampire
  • Build your nightclub into a true nocturnal empire
  • Meet a cast of off-beat, fully voiced characters
  • Indulge your inhumanity— but be home before sunrise
  • Engage in strategic combat against humans and vampires alike

MEET THE TEAM
Nighthawks is written and designed by Richard Cobbett (Sunless Sea/Sunless Skies) with art by Ben Chandler (Unavowed, Technobabylon, the Blackwell Series), and produced by Wadjet Eye Games. Made possible with the generous support of 3,934 Kickstarter backers, and many others who have contributed their faith and assistance.

Sunday - May 05, 2019

Nighthawks - New Update

by Silver, 09:53

A new update for Nighthawks discusses the problem of economies in games among other topics.

The Twisting Root Of All Evil

Posted by Richard Cobbett (Collaborator)

All hail the blood god. Richard here once again, whatever it might say at the top there.

This month, amongst other things, I’ve been experimenting with a couple of ideas. There’s enough of the game systems in now to get a feel for what works, and what worked better in my head. More to the point, there’s enough to start asking a few questions about what’s there because it ‘has’ to be there, and what actually suits the experience that we want to provide.

More than most, think of this developer diary as a ‘Things Being Pondered’ type look behind the scenes rather than an actual feature/design promise, because while the ideas work in my head, there’s a chance they just won’t work in practice and so I’ll decide to go back. However, I think it’s interesting to talk about this kind of thing as something living and being played with, rather than just pretending that every system emerges fully formed and perfect from the cosmic brain. So, just to be clear: this might not make it into the game.  Right now though, I like the idea.

Specifically, I’m thinking of how money is handled.

Economics With The Truth

That might not seem like a big deal, but if you’ve played RPGs before, you’ll know that the economy is pretty much the first thing to break. The usual arc is that in the first chapter, you’re broke, then by about five hours in you’ve picked up enough crap to sell to vendors or done enough quests that you’re basically the richest person in the universe and money ceases to have any real value. This is why many RPGs offer what’s called ‘money sinks’, just to give you something to do with it - rebuilding a castle, say, or buying gold armour for your horse.

For a while, I’ve worried about this being basically the deal with Nighthawks as well. It actually follows that economic arc almost exactly - you start broke, you become (spoiler) successful as a nightclub owner. Realistically though, that means you only really have cause to care about your bank balance right at the start of the game. By the end of Act 2, it becomes a non-issue. Either that, or it starts to become super-noticeable that you’re still struggling to buy a fancy knife at a point where you should be able to throw money around like Kiryu Kazuma in Yakuza 0. Or, conversely, you end up with the Grand Theft Auto 4 situation, where you’re roleplaying as someone without money, despite mechanically having about $30,000 in your pocket.

So, I started Pondering. Idea 1, which I swiftly got rid of, was to borrow from Zelda, with the idea that your money is limited by the quality of your ‘wallet’. This didn’t taste right. It meant that, in-universe, someone would be giving you money and you’d be “Nope, I’ve already got a thousand bucks, I’ll just put it into a shredder.” Not particularly satisfying, and a poor experience.

Idea 2, which is the one I’m currently trying out, is to just get rid of money.

Just get rid of it. Entirely.

…well, almost.

[...]

Thanks Farflame!

Monday - March 04, 2019

Nighthawks - Chains Of Blood And Money

by Silver, 19:09

A new dev diary for Nighthawks looks at the currency of blood.

Chains Of Blood And Money

Posted by Richard Cobbett (Collaborator)

Hello! Richard here again, with your monthly not-actually-Dave developer diary!  

So.. many... things... So.. many... things...

At the risk of making them sound just a little too sexy, most RPGs boil down to economics. I don't just mean money here, though I think we can agree that the bandit driven marketplace of most games is often pretty questionable. "Hello, traveller! You've levelled up enough that we all have swords containing the trapped souls of demons and wear armour that can withstand nukes! Give us 10 copper or else." I mean the often complex interplay of currencies, real and metaphorical, that underpin much of the adventure - reputation, for instance, is essentially a currency, as is health, mana, and many other bits and pieces. The overall game economy is then a multi-dimensional balancing act, played out with potions and gear and the availability of choice.

Nighthawks is no different, but one of the currencies is particularly important - blood. Something I wanted to avoid from the start is what a few games in the past have done, which is to make it basically just a mana bar tinted red. Blood is core to your existence as a vampire, and needs to - pardon the pun - feed into rather more of it than just letting you deploy some cool abilities. Though those are needed too. At the same time, the need to keep the internal larder stocked up can't become too much of a chore. 

The system I've been designing... usual reminder that everything in these updates is subject to change, etc, etc...  is intended to find a good balance, where you never forget that being a vampire can be a pain in the arse, but also get to enjoy the power fantasy part of it. Blood serves three key mechanical purposes - healing your non-critical wounds at the start of a day (critical wounds require special treatment elsewhere), powering your vampiric abilities ("Gifts"), and powering certain combat abilities.

At the start of each day, your blood pool lowers, and if it runs out or you haven't fed for a couple of days, you get a 'hunger' flag, which prevents you regenerating. Going hungry for too long is... not a good idea. This is basically to model the fact that you couldn't eat a large meal on Monday and expect to still feel satiated by Friday. You're also only really going to be at full strength if you feed on people, rather than having the occasional swig from a bottle, since doing that is expensive and not super satisfying. Depending on your origins, you may have some other restrictions, like not being able to gain satisfaction from tainted blood, or having to feed from the living, not bottles.

One key factor though is that while your Gifts are tied to blood, they deliberately don't draw from your main blood pool. Instead, you have up to four points of 'Will', which are spent on attempting things like hypnotising people or turning into fog. Like health, these regenerate over time as long as you're not Hungry, with the idea being that you shouldn't just be able to brute force every problem with vampire magic (it's intended to be relatively subtle but powerful), but nor should you feel like you can't choose the fun options or flex your power in combat for fear of being screwed later on. I don't know about anyone else, but I'm always loathe to use limited abilities in RPGs. This still keeps an element of strategy to it, but fits with the general vibe of an experience meant to be seen as a day-by-day series of decisions versus minute-by-minute.

The result - fingers crossed - should be a suitably morally grey approach where it's possible to be a 'good' vampire, but hunting/spending influence is the best way to be a powerful one. Of course, doing that comes with its own problems. As said, RPGs are interlocking economic models. And Suspicion is a currency too...

[...]

Thanks Farflame!

Thursday - January 03, 2019

Nighthawks - Immortal Kombat

by Silver, 19:51

An update for Nighthawks that explains the combat system and what is planned for it.

Decking Your Enemies

Attack of the Clones 2.0
Attack of the Clones 2.0

I did say 'quick preview' for a reason! Game development isn't pretty.

Anyway, if you've played card-battle games like Slay The Spire or Dream Quest, you'll get the basic concept/inspiration here. Of course, there are many, many differences, starting with the fact that in Nighthawks, there's no deck-building. At least, not as such. Instead, your deck represents Opportunities, with the cards being generated by your character at the start of each battle - your equipped weapon, your background, your Companion, your skills, and so on. All of this happens behind the scenes, with the quality of your deck being an amalgamation of your choices and weaknesses. Some cards are powered by simple opportunity points, restored each turn, while others burn through your precious blood.

(This makes blood more like mana than I'd originally planned, but I think it'll still feel appropriate, not least because unlike mana you have to, ahem, replenish it, providing more encouragement to step into the deep-end of the alignment pool. I'm also still planning to keep blood points spent on major events in the narrative choices as their own currency, replenishing over time as long as you've recently fed, so that you don't have to decide between doing something cool with a vampire power and being at a disadvantage in battle. Instead, you'll have specific combat powers linked to your Gift in addition to those choices, which burn blood but don't spend your blood points. Unrelated, yes, I'm looking for a better/less confusing name than 'blood points'. Something on my list for next year!)

As a simple example, equip a damaged pistol and you'd get, say, three 'shoot' cards and three useless 'misfire' cards, while a fully repaired pistol would just give you the 'shoot' cards. Your choice of outfit determines how effectively you can block incoming attacks. Your Companion adds abilities to your deck that may or may not synergise with the rest of your skills. That kind of thing. Everything contributes, for good or ill, with the big idea that you'll want to equip yourself for specific situations rather than trying to have a one-shot-does-all build. Expecting to fight vampires? Silver bullets are your expensive friend. Against a human? Probably better sticking with the regular kind. More granularly, are you going to head somewhere where you might be searched for weapons? The best gun in the world is useless when it's locked up in a nightclub safe, while a simple pair of knuckle-dusters are easy to conceal and slip on as needed. Preparation is as important as the actual fight.

[...]

Thanks Farflame!

Thursday - October 18, 2018

Nighthawks - What Comes Next

by Silver, 10:02

Nighthawks funded on Kickstarter and the latest update shared a little on what is to come next.

So, What Happens Now?

First, I need a very long sleep. After that, we head into pre-production. While there's a more complex timeline behind the scenes, the basic plan is that for this year I'll be clearing the current contracts on my slate while working on finalising the main design and code of the game, with the fingers-crossed goal of releasing a technology test version for PC, Mac, and if possible, Linux by the end of the year. This will be the same basic content as the demo version, but with much more polished up code and additional features, essentially built with the goal of making sure everything is running properly. That then frees up 2019 for writing and drawing the content, with the goal being for voice recording and beta-testing in early 2020. Development and slippage are obviously brothers in arms, but... that's the plan!

[...]

Thanks Farflame!

Thursday - October 04, 2018

Nighthawks - The Final Stretch

by Silver, 09:46

Nighthawks is into its final stretch on Kickstarter and has raised 108K out of a 125K goal.

The Final Stretch...

Posted by Richard Cobbett

I love fan-art...

Ahem! I mean, it's time for the final countdown. We've got 48 hours to make this thing happen, people! That's still very doable, but we're obviously going down to the wire. If you've been meaning to upgrade a pledge or nudge a friend, now is the perfect time. We've added some Silver Credit Cards along with the previous Gold ones, for if you want to donate a little more but don't want a second copy of the game, and of course we've got a few Be In The Game options left for particularly generous types. Pledge! Share! Eat donuts!

Is there anything else to say? I don't think so. Let's rock this thing...

Thanks Farflame!

Wednesday - September 26, 2018

Nighthawks - Flashbacks

by Myrthos, 12:28

The Vampire RPG Nighthawks has 9 days left to reach its funding goal, for which they still need some 40 KEuro, in the meantime you can read about the way flashbacks are used for the NPC storylines.

One of the most exciting parts of the Nighthawks design is how we're handling NPC storylines - mostly Companions, but also a couple of others. Rather than just have them tell you their stories, you'll get to live them. Once you've earned enough trust or otherwise persuaded them to reveal their secrets, we enter a playable flashback sequence.

There's a lot of cool stuff to talk about here, but much of it I want to leave as a surprise. The flashbacks do however serve several purposes, the first of which is obviously to let us leave the city for a little bit and visit somewhere else, such as the pirates of 18th century Nassau to learn how the pirate queen Inez ended up spending the last couple of centuries at the bottom of the ocean in a wooden box, or to the Las Vegas strip to discover who Madame Lux was before she became the confident, showy vampire magician of the trailer. These aren't necessarily 'How I Became A Vampire' stories, but key events of their past that factor into each character's current position and whatever drives their stories. In a few cases, there might even (which is writer speak for 'totally is') some unexpected crossover between stories. Vampires live very long lives, and some are very well travelled...

Monday - September 24, 2018

Nighthawks - Second Death

by Silver, 14:16

A new update for Nighthawks called 'Second Death'. The crowdfunding campaign has 11 days remaining.

Nighthawks Exposed #9 - Second Death

Posted by Richard Cobbett

Two weeks left in the campaign! And our penultimate design note before we head into the final push. Remember, every dollar counts. Tell your friends, spread the word, and if you've been thinking about checking out the higher tiers, this would be a great time!

Let's talk death. Specifically, how does Nighthawks deal with failure? The problem with a lot of RPGs is that failure tends to mean, to quote The Dark Room, "Ya die! Ya die! Ya die!" And make no mistake, that's a possibility here too. These are often dangerous streets.

But in general, death as the stock slap on the wrist isn't much fun. It discourages 'playing through the failures', which isn't just a euphemism for finishing Duke Nukem Forever, but not feeling the urge to reload every time you screw up on a skill check or a decision doesn't pay off the way you were hoping. Often, the most interesting drama can come from those moments, so for the most part we're trying to encourage players to roll with what happens and see how they go. However, while this is an easy thing for a designer to say, it's a two-way street. Much like just removing objective markers from an RPG doesn't work if the game offers no other realistic way to find where you need to be, making it 'okay to fail sometimes' has to be considered a key development pillar rather than just a hardcore playstyle.

To Live And Die In The City

That's why Nighthawks is designed to be less strict about failure than many RPGs. If you get mugged for instance, the mugger may kick your arse, but once you're down, they'll probably just want your wallet. For the most part, death is a long-term process - persistently ignoring problems and letting them build, versus doing something about them. Narratively, that also includes the Objectives of each act, such as keeping your nightclub profitable. 

Minute by minute, it also goes into the health system. You have two basic health mechanics, Vitality and Wounds. Vitality is your stock hit-points system. You get hit, you lose Vitality, and provided that you're well-fed, Vitality restores itself at the start of each new day. Wounds represent more serious damage, such as being knocked out, injuries from silver or fire, or just a particularly hefty hitter deciding to rearrange your face. These have to be treated specially, which is expensive. Three wounds means it's time to rewind to a save.

Surviving On The Streets

The goal is to make sure that health and staying alive remains relevant, but outright death is saved for situations where you've either repeatedly let things slide, or you're facing someone who actually does want you dead. Don't expect a vampire hunter to be as forgiving as a random mugger, for instance. Fall to them and their ilk, and you're probably done. 

As an aside, this ties into the roleplaying side, which doesn't assume that your character is automatically a fighting badass. You certainly can be! But if you want to role-play a character who was, say, a hairdresser who has never been in a fight in their lives, that's fine too. This is a modern city, not Thunderdome. Though that said, there are definitely places those characters should look to avoid, especially in the shadows under the city streets.

There's of course more to this, including the way that having a story that plays out over around three years of game time means scope for stories to develop in ways you might not be expecting, but it's the starting point. To go back to the credo that everyone deserves to be a badass vampire, 'badass' is what you make it. It just doesn't have to be perfect.

Thanks Silver Coin!

Friday - September 21, 2018

Nighthawks - City of Colours

by Silver, 23:15

The latest update for Nighthawks which is currently 52% funded with 13 days to go.

Nighthawks Exposed #8 - City Of Colours

So, we've talked a lot about the game design and writing, but Nighthawks wouldn't exist in any form without the art of pixel-wizard Ben (as lovingly touched up by Ivan - the art, not Ben, at least as far as I know). I'm not going to dig too deeply into the art side, because that's not my field. I can barely draw stick figures. Still, I thought I'd talk a bit about how we came up with the look of the game and what we're aiming for in the full game.

The most important thing is that from the start, we agreed that we didn't want Nighthawks to just be a game of reds, blacks and greys. That looks good in a single shot, but over the course of a whole game you really do start to long for something a bit different. You can still be atmospheric and spooky with light and colour. While we've never agreed on a catchy name for this, I like to think of it as 'electro-goth'. The blue neon outside Nighthawks, the green hue of the streets, and in other areas not in the demo, taking a more comic-book sensibility to location design so that each area has its own palette, its own theme, and cool background details like the Chained Tree of Fountaincourt or [SPOILER REDACTED].

Urban Fantastic

Not all of Nighthawks will be set in the city, due to flashbacks, but even the bits within it need to be interesting. Even though it's a modern city and thus a more familiar location than somewhere like Thedas or Temeria or Taris, or indeed an RPG location not beginning with the letter 'T', it can still be a place that feels interesting to explore and which has its own culture and its own beat. Our four main districts are designed with that in mind. This should be a place that you probably wouldn't want to visit in real life, without vampire powers anyway, but would certainly find fascinating... before being shivved in the back.

The original art is further helped by the fact that our backgrounds aren't purely static, but short 4K movie loops. The idea is to capture a moment in time, but also make it breathe, with rain and lighting effects and smoke and similar. Unfortunately, compression on the Kickstarter video doesn't make this look its best, but trust me, it looks super-crisp and lovely when you see it live. Just a little animated detail really brings the life of the backgrounds out, and we're intending to make the ones for the full game much, much cooler.

Luckily, this is one of those projects where art and design is absolutely on the same page, and I for one can't wait to see what Ben and Ivan do with the rest of the stuff in the design. So far, it's been entirely a case of sending over the descriptions and getting back almost exactly what I had in mind, only way better looking. You know you've got the right artists on board when your longest and fiddliest artistic decision is about your bartender's bra. Not kidding about that. Suffice to say, if you see a character proudly sporting an incredibly frilly one in the final game, you'll know that's almost certainly Ben making A Point.

Thanks Silver Coin!

Tuesday - September 18, 2018

Nighthawks - Trust and Romance

by Silver, 02:57

A new update for Nighthawks about 'Trust and Romance'. The Kickstarter is 44% funded with 17 days to go.

Nighthawks Exposed #7 - Trust and Romance

So, onto the second-most commonly asked question about Nighthawks, not including variants of "Can I bang Madame Lux?" (Answer: Wait and see). Specifically, if there'll be other romances and sexytimes, and how that will work with a protagonist of no stated sex/gender/identity in general. Time to address that one.

In Short...

Yes, and hopefully in an interesting way!

The Longer Version...

Yes, there will be romances, and there will absolutely be twisted sexytimes. However, it's not quite the set-up of a lot of RPGs, where you just partner off your PC with whoever takes your fancy. Nighthawks is a game about broken people, fiercely individualistic, who aren't used to letting anyone get emotionally close to them. As such, for 'romances', primarily think 'gaining trust'. It's more about breaking down the barriers. Being the person someone can rely on, and share secrets with. Someone who a person who refuses to ask for help can turn to in their time of greatest need, even when it might be shameful or show weakness.

In some cases, that leads to sexytime fun. In others, that's simply not what the character is looking for, and your relationship will head down a different path. Everyone in Nighthawks has their own story, and none of them consider themselves a mere bit-player in yours.

Companions and NPCs

When it comes to specific sexualities, things are somewhat divided. Characters who might be interested in your character will be basically player-sexual and you can decide for yourself where they fit on whatever spectrum you like, be it completely open to any experience, or purely interested in your character, based on your approaches. This is the only real way to still allow the breadth of role-play that we want to offer. 

Having said that, your decisions, your character build and so on will play a big part in which Companions might be up for a little 'extra companionship'. Non-Companion NPCs will also be more defined in these regards. We don't want to simply brush over the issues here, or the interesting stories that can come from them. Hopefully in any case, focusing on trust and getting close to characters will encourage you to get invested in their stories in general, rather than just seeing who you can get into bed before the credits roll.

But if not, don't worry. We're going to have some fun with that too!

Thanks Silver Coin!

Tuesday - September 11, 2018

Nighthawks - Latest Updates

by Silver, 07:32

The latest updates for Nighthawks; which is currently being crowdfunded on Kickstarter.

Nighthawks Exposed #1 - Meet The Vampires

Nighthawks is set shortly after vampires have been revealed to the world, with everyone still struggling to adapt. That includes the vampires. While there are a few notable groups amongst them, they're relatively small-scale. Vampires don't control the world, they don't typically have big social circles, and their lives aren't about centuries old schemes. Until recently, many of them didn't even realise that there were others of their kind, considering themselves alone to be cursed with a miserable, endless existence.

[...]

Nighthawks Exposed #2 - Blood Origins

With a few exceptions, vampires aren't part of ancient conspiracies and organised groups. They're individualists, typically used to hunting and surviving alone. The one thing that connects them to at least some degree is their blood origin - the root of their particular strain of vampirism. This is more like a nationality than membership of an organisation, with stereotypes attached that are variably true, but not necessarily immediately obvious to an outsider. However, vampires themselves can typically smell the specific nature of another, and certain traits are known to be passed on more strongly in different bloodlines.

[...]

Nighthawks Exposed #3 - Let's Talk Freedom

We've talked about the lore, so let's spend some time on the actual game. Nighthawks isn't a fixed story, and it's not a simple series of question marks with associated quests. Instead, it's a mix of life simulation and RPG... but what does that mean?

Put simply, it's about freedom. Each Act of the story is up to a month long (with the overall story taking place over about three years) and within a few boundaries, you get to do what you want with that time. Work on your friendships. Pursue side-quests. Explore. Work on your various stats. Wander around and have random encounters. It's up to you.

[...]

Nighthawks Exposed #4 - The Melting Pot

Normally, updates like this are about things that a game has or is. However, sometimes what's just as important is what the boundaries are. So, in this update - we know there are vampires, but what about werewolves, fire elementals, zombies, etc?

In short, nope. And that's not because the 'melting pot' type of universe isn't awesome, as seen in settings like World of Darkness, Dresden Files, and of course, Unavowed. It's simply that for Nighthawks, we want to focus on vampire life, and that's quickly diluted and the supernatural nature of being one made less meaningful when there's also a whole shelf of splatbooks running around as well. The advantage of designing a world with a single game in mind rather than establishing a wider universe is being able to really deep-dive on a subject and explore all of its facets... and vampires offer so many of them!

[...]

Nighthawks Exposed #5 - Morality

Few vampires have the luxury of a clean conscience. Even today, in a world of soup kitchens and some basic support networks, there's no getting away from the fact that a vampire is a predator. A hunter. Human to a point, but also a wolf amongst sheep. So how do we handle the morality of this? How do you know if you're a 'good' vampire?

Put simply, you don't. There's no morality meter, there's no humanity stat, there's no inner Beast to push against. In Nighthawks, your sins are on you and your decisions, and the game as a whole doesn't judge. That doesn't mean that there aren't consequences. Each major character has their own opinions on right and wrong, and the Traits that you earn - such as Untrustworthy - will soon build up and define your reputation in society. The more suspicion you raise, the more likely you are to face the police and vampire hunters. However, playing it nice has its own downsides, such as not having the reputation to back up your threats.

[...]

Thanks Farflame!

Thursday - September 06, 2018

Nighthawks - Kickstarter Started

by Silver, 00:56

Nighthawks is on Kickstarter seeking a goal of 125K. The first update looks at character creation.

Three months ago, you died. And in that moment you were reborn as something new. A monster. A predator. Not a creature of the night, but one of its masters.

Unfortunately, things aren't simple as they used to be. Vampires have finally been exposed, and though your existence is tolerated, your new nature is not. You came to the City hoping for a new start, but found only suspicion and starvation. Now you stare at the ceiling of your cheap hotel room as a penniless outcast, suckling on rats and destined to wither away.

But every new era brings new opportunities, and in the political chaos of a world gone mad, even an outcast may rise. An outcast can change everything.

This is the story of how you rose.

[...]

On Character Creation...

Posted by Richard Cobbett

Hello! Thanks for checking out the Kickstarter. As is typical, I'll be using these updates to go into some bits of the game in more detail than the main page allows. First up, the most common question we've received - do you get to create your character?

Yes and no! But in a good, and hopefully interesting way.

In Nighthawks, we're actually doing things a little differently. Aside from choosing your name, you don't create yourself, you create your vampiric Sire, with their nature and obsessions and similar having passed down to you through their blood. This means that 'you' can be absolutely anything that you want - age, gender, colour, sexuality etc is entirely your business. One of our cardinal rules is "Everybody deserves to be a badass vampire", to the point that we don't even ask about any of this stuff. Just the important things for the game, like what powers your character has, and their 'blood origin'. This freedom is really powerful in the Sunless games, and we're glad to be able to continue this approach of welcoming all-comers to these new mean streets.

And what's a Blood Origin? We'll talk a bit more about that in a future update...

Thursday - August 16, 2018

Nighthawks - Kickstarter on September 5

by Hiddenx, 19:21

Darkheart spotted a new urban vampire RPG called Nighthawks coming from Wadjet Eye Games in cooperation with the writer from Sunless Seas - Richard Cobbett. A Kickstarter campaign will be launched on September 5:

Nighthawks

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Nighthawks is the new urban fantasy RPG from Wadjet Eye Games (The Blackwell Series, Unavowed) and writer Richard Cobbett (Sunless Sea, The Long Journey Home)

Enter a decaying city as a fledgling vampire out to climb from rags to riches. Feed your endless hunger. Run your own nightclub. Master secret powers. Embrace the night and live its stories. Gather fellow outcasts and bind them with favours, with potential allies including vampire magician Madame Lux, con-artist turned cult-leader Maze, and insane doctor Samuel, whose withered brain considers no fate worse than death.

Then, as the fragile peace threatens to snap, be ensnared by modern politics and ancient conspiracies that will forever decide the fate of both human and vampire societies.

What part will you play? Who are you in the dark?

Nighthawks - Ultimate Vampire RPG

by Silver, 13:21

Richard Cobbett is the guy behind Nighthawks, which is said to take inspiration from Sunless Seas and Vampire the Masquerade: Bloodlines.

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Get ready for the ultimate vampire RPG - http://www.nighthawks-game.com

Information about

Nighthawks

Developer: Wadjet Eye Games

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Unknown
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: Wadjet Eye Games