Here are 2 games I've discovered, one is still in production but bares watching for it later this year. The other I'm playing off and on as my wrists hold out. It's click heavy. Check them both out to see if your interested. (They were mentioned in Din's Curse forums)
1.
ToME4 (one I'm playing)
http://te4.org/Quote:
ToME4 (Tales of Maj'Eyal) is a roguelike, but is very interesting. The author has diverged somewhat from the standard the roguelike genre , for example, several of the advanced character classes need to be unlocked in order to play them via quests or achievements. There are no potions or scrolls, no eating requirements, and after an early quest, most items are auto-ID'd, so the player can concentrate on tactical combat and how to best use skills and not item management. There are also four difficulty modes, two of which include some ability to resurrect and take less damage, which allows new players to get a good feel for the game without the difficulty and permadeath of most roguelikes. The other two modes are normal roguelike (no advantages and permadeath) and insane, for the masochists.
Even without the advanced classes, there are many character types to play, and each one has a fairly extensive skill system to develop from.
There are tiles for graphics (still in development) as well as ascii. Although still in beta (beta 19 was just recently released) it is very playable and IMO a lot of fun. I think that anyone looking for an interesting, newbie-friendly, turn-based RPG might want to check this out.
2.
A Valley Without WindQuote:
New adventure/rpg hybrid from the developers of AI War:
http://www.arcengames.com/w/index.ph.../avww-featuresWhat is A Valley Without Wind?
A Valley Without Wind, or AVWW for short, is an action-adventure game focusing on exploration in a post-ice-age world. It's actually set in the far future -- far enough that all recognizable landmarks and land masses have been wiped from the earth. Magic has surfaced in this ruined world, and is the sole reason that most of the scattered survivors have managed to keep themselves alive. Not only have they had to face the bitter cold and worldwide glaciers for centuries, but new terrors fill the now-wild world.
Great fissures have been rent in the earth, and quite a few unpleasant things have crept forth. Unusually hardy mutations of plants thrive despite the lingering snow at the tail end of the ice age, and many of these plants have deadly adaptations that threaten the surviving humans. As a direct result of all the monsters, most survivors are alone or in very small groups, living off their wits and their magic to survive. It is a bleak existence.
You begin the game with a character in such a situation. But your character isn't content to cower in caves and ruins. Setting out on an adventure that will span regions and even -- if you desire -- continents -- the character can bring together other survivors into settlements that have a better chance of surviving. The wilds will be explored and mapped, and the greatest evils lurking both above and below ground will eventually have to be faced.
I'll definitely be keeping an eye on this one.