• Clockwork Ambrosia - PC Review

    What was your last vacation like? Did you visit an island? Tour the local industries? Get your airship shot down by a giant mechanical dragon? Well Iris from Clockwork Ambrosia has, and boy is she going to need a new vacation when she’s done with this 2D metroidvania adventure.

  • Minos - PC (Steam) Review

    The tower defense genre is one that doesn't tend to innovate much with static maps, various traps, and its simple to grasp gameplay loops. At least, that is until Minos with a mighty laugh to prove you wrong.

  • Whirlight - No Time to Trip - PC Review

    Well folks, guess what time it is? Time to travel through time! A wacky adventure point-and-click title by the same people that brought us Willy Morgan and the Curse of Bone Town comes the newest title: Whirlight – No Time to Trip.

  • Volontes - Nintendo Switch Review

    Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...

  • John Carpenter's Toxic Commando - PC Review

    Toxic Commando harkens back to video games years ago when they were fun and innovative while giving the player freedom to explore among the waves of enemies in a 4 player chaotic onslaught of combat and driving mechanics.

  • Dread Delusion - Xbox Series X|S Review

    Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

  • People of Note - PS5 Review

    ...I love music in general. After playing the People of Note demo, I knew I had to play the full game.

  • Kingdom's Return: Time-Eating Fruit and the Ancient Monster - PS5 Review

    Kingdom's Return: Time-Eating Fruit and the Ancient Monster is Inti Creates latest project. Blending 2D side-scrolling and town building simulation, you'll be venturing through a small interesting world as you try to restore a kingdom whose time has been stolen from it.

  • Starship Troopers: Ultimate Bug War - XBXS Review

    Are you ready to do your part for the United Federation and join in the most realistic depiction of war ever created? Today we join General Johnny Rico and Major Samantha Dietz as they present the first ever game created under supervision by FedDev for the enjoyment of those on the path to citizenship. Ultimate Bug War follows the path of Dietz during the First Bug War 25 years ago.

  • Battlestar Galactica: Scattered Hopes - PC Review

    Battlestar Galactica in all its incarnations has been part of the bedrock of Western science fiction for nearly half a century. Alt Shift’s newest entry Battlestar Galactica: Scattered Hopes aims to capture the franchise’s feeling of courage in the face of relentless pursuit and overwhelming odds, and it does it well.

Priest Simulator: Vampire Show Released on Xbox Series X|S!

On May 7, the highly-rated action game Priest Simulator: Vampire Show will release on Xbox Series X|S. Set in a grotesque and absurd atmosphere, this title combines shooter, hack'n'slash, simulator, renovator, and sandbox genres. The game is aimed at fans of the South Park series, as well as games such as No More Heroes and Postal. Priest Simulator: Vampire Show is also available on PC and PlayStation 5.


Priest Simulator: Vampire Show was developed by the independent Polish studio Asmodev, which also publishes smaller titles such as Booze Masters: Freezing Moonshine and Priest Simulator: Heavy Duty. Released on PC in 2024, the game was well received by players and currently has 94% positive reviews on Steam (based on over 700 reviews). The publisher is Ultimate Games S.A.

A totally absurd shooter with exorcisms

Priest Simulator: Vampire Show is an uncompromising first-person action game. It blends multiple genres, including shooter, hack'n'slash, simulator, renovator, and sandbox.

In the game by Asmodev studio, the player controls Orlok the vampire, who, after crazy events, becomes a priest in the village of San de Ville. The main goal is to fight evil and care for the faithful. The story is set in a grotesque and absurd reality.

The story in Priest Simulator: Vampire Show is told through cutscenes styled as a mockumentary. The gameplay is varied, including activities such as performing exorcisms and rebuilding the church. Players can also expect other intriguing mechanics, many side quests, and races.

On the day of the game's release on Xbox Series X|S, the Her Ghost DLC will also be available, featuring a new storyline.



Priest Simulator: Vampire Show – Key Features:

  • Fighting evil;
  • An absurd and grotesque storyline;
  • Mockumentary formula;
  • Exorcising and shooting;
  • Exciting side activities;
  • An original soundtrack (by the black metal band Gruzja);
  • Over 10 hours of gameplay.

Priest Simulator: Vampire Show will release on Xbox Series X|S on May 7, 2026. The standard price on consoles is $19.99/€19.99 or equivalent. The Her Ghost DLC will also launch for $2.99/€2.99.

Article by: Susan N.


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Stabjack Comic-Noir Roguelike Deckbuilder Demo Available on Steam!

U.S.A. May 2026 | Indie developer Cosmic Cog LLC and publisher Zemore Indie Games are reminding players that Stabjack, the upcoming comic-noir roguelike blackjack deckbuilder, has a demo and recently participated in Steam’s Deckbuilder Fest. Players can jump into the playable demo now on Steam.


Blending blackjack-inspired mechanics with roguelike progression and first-person knife combat, Stabjack challenges players to survive by bending the rules, manipulating the deck, and taking dangerous risks at every turn.

What is Stabjack?

In Stabjack, players step into the role of Jack, a man investigating the violent death of his wife while wielding a mysterious sentient knife that speaks in her voice. As players descend deeper into a world of demons, corruption, and hidden truths, each encounter becomes a deadly game where strategy and luck collide.

Unlike traditional deckbuilders, Stabjack transforms blackjack into a tactical combat system. Players draw cards to perform attacks, defense, and setup actions while aiming to hit 21 without busting. Along the way, players can “cheat” by storing cards, manipulating outcomes, and creating powerful combinations through deck upgrades, modifiers, and supernatural abilities.


Players Can Experience:

  • A unique fusion of blackjack mechanics and roguelike deckbuilding
  • Fast-paced first-person knife combat with cinematic style
  • Strategic “cheating” systems that reward clever risk-taking
  • Mystery-driven storytelling and supernatural investigations
  • Comic book inspired noir visuals packed with atmosphere
  • A playable Steam demo available now

Designed for fans of innovative deckbuilders and dark narrative experiences, Stabjack delivers a stylish and high-risk spin on the genre where every draw could mean survival or disaster.

Players can wishlist Stabjack and play the demo today via Steam.

For more information, visit the Official Steam page.

To stay updated on development news and future updates, you can find Stabjack and Cosmic Cog LLC on Twitter/X, Bluesky, Facebook, and Instagram.

Article by: Susan N.


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Clockwork Ambrosia - PC Review

Clockwork Ambrosia by developer Realmsoft and publisher OI games - PC(Steam) review by Richard with a copy provided by the publisher

Estimated reading time: 11 minutes


What was your last vacation like? Did you visit an island? Tour the local industries? Get your airship shot down by a giant mechanical dragon? Well Iris from Clockwork Ambrosia has, and boy is she going to need a new vacation when she’s done with this 2D metroidvania adventure.

Clockwork Ambrosia is a rather ambitious metroidvania adventure developed by a small group of people who really went for something a little different here, and I’m all for it. Setting the scene, we have Iris, a young girl traveling by airship while on vacation. Upon arriving at an island she is shot down by a mechanical dragon. Thankfully for Iris, and eventually the inhabitants of the island, Iris survives the crash and begins to set out to explore the island and discover more about what’s going on. Turns out it’s a robot uprising, that can’t be good.

So begins the tale of Iris and her adventure across the island. Along the way she will encounter a range of interesting characters, enemies, and treasures. To help get Iris through the tribulations of the island, you will need a wide variety of different items: equipment, relics, and of course weapons. Relics will act as your one time pick-up that will give you a new ability or allow you to access more areas of the game.

Equipment involves your weapons, two of which you can have equipped to swap between at a time, but also includes the rest of your apparel, such as shirt, skirt, boots, and gloves. An interesting choice to have so many pieces of equipment, but mixing and matching to fit your playstyle or exploration needs is actually quite nice. If you also take into account how you can expand your equipment slots to eventually equip two pieces of equipment for each slot, and suddenly you get a ton of customization options. Additionally, as you beat enemies they may drop crafting materials that will allow you to upgrade your equipment once, either enhancing the current effect or adding a new one. For example you can wear goggles as a piece of equipment, and upgrading a specific one adds an item collection function that draws items to you.

Speaking of customization options, let’s finally take a look at what is probably the most focal point of Clockwork Ambrosia: the weapons. As you explore the island you will pick up some weapons to help fight off the aggressive local fauna and raging robots. You’ll be able to get a blaster, a rocket launcher, a revolver, and a grenade launcher. Don’t let the fact that there are only four weapons fool you however, because Clockwork Ambrosia has a ridiculously extensive weapon modding system. I could tell you how each weapon works, but depending on what mods you attach your functionality could be completely different from what I liked to use. The only real hard fact is that the rockets and grenades tend to be better for dealing with armoured enemies, although based on your setup even that may not be strictly true.

Clockwork Ambrosia has a bunch of different modding slots for each weapon, and not only can you mix and match mods that fit the slot type whenever you want, even on the fly, but you can discover weapon upgrades and mods that can drastically change your weapon. For example, you could discover a rocket upgrade that allows you to equip an extra firing mod, or a blaster upgrade that allows you to use two different mod types in one of the slots instead of the default one. You can also set up your weapons to be general use or specific use too. A good example of this is the blaster. You can front-load the blaster to deal enhanced damage and consume all your shots at once in a single forward blast, or you could set it up so that you have a huge fan of shots spreading out in front of you. I personally preferred the fan, but how you use the weapon is up to you.

Another interesting aspect of the weapons is that they all have ammo. The blaster works on a sort of energy capacity that needs time to recover, whereas the other three weapons you need to reload, either when out of shots or manually. Depending on mods your weapons can have more or less ammo slots as well. Using my rocket setup, at one point I had I think eight shots available before needing to reload, but at the end of the game I was down to five in exchange for firepower. It’s really cool to be able to get such a diverse feeling from the same weapon depending on how you change it yourself.

So, we’ve talked a lot about customization mechanics, but how about the core gameplay progression? Well, the developers also decided to implement some cool ideas here, but for the most part it plays like a tried and true metroidvania. You have side-scrolling adventures through the island set up as individual “rooms”, shooting up enemies, exploring for chests and items, fighting bosses, collecting power-ups that allow you to explore new areas, and collecting crafting materials. You can pick up a cartography set pretty early on that allows you access to a pretty traditional metroidvania type map, where rooms are square blocks with key points of interest noted. You can also put down your own indicators of a question mark, item bag, or circle with a line through it in order to mark areas of interest or where you need an ability or item to get through later. There are hidden rooms and walls, so be careful and pay attention to your surroundings.

The cool aspects implanted by the dev team revolve around how the exploration functions. Basically, while the first few areas are mandatory, after a point you are pretty much free to explore in whatever direction you want how you want. While I’m not completely sure it’s intended strictly speaking, I was able to finagle my way into areas I probably shouldn’t have been able to without a specific ability or item. Is this game breaking? No, because eventually you’ll have to explore around anyway, and I never got hard stuck in an area, and I didn’t really skip anything, but it is kinda nice if it was intended. For the most part ability upgrades are primarily for the area you’re currently exploring, and while they certainly help out in other areas, you do have some ways of getting around a lot of that, barring one or two exceptions and the final stretch of the game.

Ooh, and one of the things I thought was really cool? The map wraps horizontally. If you keep going left enough, you will end up on the right. You can see this if you open up the map and hold left or right, the map will eventually come full circle. I think the last time I saw this done that I can remember was in Metroid Fusion, and even that was all hidden and you probably wouldn’t ever realize on a casual playthrough. While I would have liked a little more in the way of map customization icons, three felt too few to me, and that’s more of a 100% completionist. This comes from my metroidvania enthusiast mindset rather than a strictly inherent problem. Pro tip by the way, you may want to make personal notes written down about things to come back to or to investigate later, because I definitely found myself forgetting what some of my map markers were for.

I’ve got one last particularly interesting design decision to share, although I don’t know where I should put it exactly. As with almost all metroidvania titles, you’ll gain the abilities necessary to jump either higher or further. There are actually multiple ways to do this, and some involve equipment, which I wasn’t expecting. Normally exploration enhancement is done through permanent upgrades, and not say equipping a certain pair of boots. A really interesting choice, and while I’m not sure how most people will feel about this, I thought it was a really cool idea. Since the equipment can also be upgraded, this means if you invest in finding the upgrade resources this could help you out a lot. I can positively state that the exploration equipment made the last boss about 30% easier for me personally, although I assume others may prefer more combat focused gear for that.

Clockwork Ambrosia also has a really wonderful aesthetic to it. Somewhat reminiscent of older titles such as the Gameboy advance Metroid or the mid collection Megaman X games, Clockwork Ambrosia sports a bit more of a retro feeling graphic-wise, both in spritework and in background graphics. This actually works really well with the gameplay and thematic design, and I’m really happy to relive some of my nostalgic metroidvania retro past. The sprites are also really expressive for the different characters, which is pretty impressive considering they all have their own personalities that really show through the animation and design work. The background music collection is also really well put together and is fitting for the areas they play in, and I found enhanced the ambience of the region I was exploring.

While I absolutely loved my adventures in Clockwork Ambrosia, there are a few areas that caused some issues. The most notable is probably an issue with the soundtrack looping. Occasionally the soundtrack would stop for about a full second before starting again during the looping sequence. I also found that if you transition areas too fast or often, the game might not play the correct soundtrack, instead playing the track from the area you came from instead of the one you have entered. Additionally, fast travel is unlocked fairly late into the game depending on your choices, so be prepared for that.

As a pretty much unavoidable issue in a game like this, boss difficulty is…well, a mixed bag I suppose? Early game bosses I found really easy, and the late game bosses I shredded because I had upgraded and modded my weapons to a dirty degree. Mid game bosses were a little tougher while I was figuring things out. Unfortunately this is really a matter of personal experience rather than balancing. If you feel the game is too easy, try experimenting with other weapons or mods, or maybe challenge yourself somehow. I managed to beat a few of the final set of bosses way too fast, but it’s really hard to balance that against players that may not have the same mods and skill level. It’s certainly a tough job balancing a game like this where you can take different routes and mod the heck out of your weapons, so this may be more on the player to figure out. Perhaps a difficulty option for increased boss health for those who want a greater challenge? According to the steam achievements I’ve explored more than 95% of the map, so take this with a grain of salt since I’ve unlocked a ridiculous amount of mod options and equipment.

In terms of gameplay, I discovered two things of note, although the specific situation they can happen in are a little restrictive. First up is screenwrapping issues. Basically, if you try and escape through an edge of a room you aren’t meant to, but manage to anyway, you’ll get put on the opposite side of where you were. I used this twice accidentally and ended up in a closed-off area I was supposed to go around to get to or solve a puzzle for. I’ll take this over the game crashing, and it’s not like it resulted in sequence breaking in these circumstances, but I’m sure there are areas of the game where this could produce some bigger issue. There was also a boss room near the top of the map that would shove me away after I beat the boss and tried to reenter later. I managed to power through by repeatedly dashing at the entryway, but it was certainly weird. Only the one time that ever happened though.

Overall I have to say that Colckwork Ambrosia is a really wonderful metroidvania title. With a really fun weapon and equipment customization mechanic, some rather unexpected ability upgrades, and a cast of interesting characters, I can wholeheartedly recommend Clockwork Ambrosia to any metroidvania fan. While there are some areas of concern, such as music looping, some minor glitches, and a map that definitely needs more pin options, and a sliding difficulty that’s super player dependent, the amount of chaotic fun you get from the weapon mod system and exploration dynamics certainly outweighs the minor issues. While a bit on the shorter side, clocking in at between 15 to 20 hours of gameplay, I’d say it’s well worth it.

 

Score: 9 / 10

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Horror Adventure Game The Shore: Enhanced Edition Available on PlayStation 5

Athens, Greece, April 30, 2026 | The Shore: Enhanced Edition is available now on PlayStation 5. Dragonis Games and Iphigames have brought the acclaimed Lovecraftian horror adventure to consoles for the first time, delivering the most complete and refined version of the game to date. The Xbox Series X|S version is planned for later in 2026.



Following years of requests from the community, The Shore: Enhanced Edition is available now on PlayStation 5, the first time the acclaimed Lovecraftian adventure has come to console.
"Bringing The Shore to PlayStation 5 is something I have been dreaming about for a long time. The response from the community over the years has been overwhelming and today we finally get to deliver.”

— Ares Dragonis, Founder, Dragonis Games

Key Features

  • Explore the Forbidden Island: A dark and abandoned island inspired by Lovecraftian horror, with villages, ruins and strange landscapes.
  • Cosmic Horror Atmosphere: Dark visuals, huge creatures, and unsettling locations create a constant feeling of dread.
  • Uncover a Tragic Story: Learn Andrew’s story through exploration, notes and events that reveal the island’s past.
  • Solve Eerie Puzzles: Solve environmental puzzles using logic, observation and strange objects.
  • Face Eldritch Entities: Encounter frightening creatures beyond human understanding.
  • Artifacts of the Old Gods: Use powerful ancient items to survive and move forward, but every power has a cost.
  • Immersive Sound Design: Sounds, whispers, and silence build tension and pull you deeper into the world.



Availability

The Shore: Enhanced Edition is now available on PlayStation 5 for $21.49.

Its physical edition with Necrophosis: Full Consciousness as a complete package will be available on the 28th of May 2026 in collaboration with PQube.

About Dragonis Games

Dragonis Games is an independent game studio founded by Ares Dragonis, focused on creating atmospheric, story-driven experiences inspired by cosmic and psychological horror. Previous titles include The Shore, Eresys and Necrophosis.

About Iphigames

Iphigames is a game development studio based in Athens, Greece, supporting distinctive and ambitious projects and helping developers bring their creative visions to console and global audiences.

About PQube

PQube is a leading international creator, publisher and distributor of interactive entertainment. The company’s teams worldwide are committed to publishing games they love by working closely with development partners and reaching consumers globally on all major gaming platforms.

Article by: Susan N.


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Head into the Mathematical Wildlands of Talystro Demo on Steam Right Now!

April 29, 2026 | Independent Norwegian studio Filiokus today launched the free public demo for Talystro. This roguelite deckbuilder challenges players to think differently about combat by turning mathematics into its core weapon. Talystro combines dice rolls, cards, and creative arithmetic, casting players as the unlikely Math Mouse standing against the evil Necrodicer and an army of corrupted numbers brought to life.


In Talystro, combat isn’t about slowly chipping away at enemy health. Instead, players must match the exact value of their enemies to defeat them instantly. Each card contains unfinished calculations, variables and modifiers, while dice rolls dynamically shape the possibilities available each turn. Success depends on understanding the order of operations, adapting to shifting probabilities and making strategic decisions as each encounter unfolds.

The demo drops players straight into the Wildlands, the first act of Talystro’s world, for a complete run of seven levels, culminating in a boss fight that puts everything learned to the test. Including two modes playing on Normal or Expert, a full run takes around 45 minutes, packed with decisions, dice rolls and the satisfying click of a perfectly matched calculation.

The studio’s signature hand-drawn, frame-by-frame animation style has expanded throughout the experience, with new animations woven into the moment-to-moment flow of play. Music and full sound design are now part of the game, adding a layer of personality and charm that brings the world of Talystro to life in a way the closed build only hinted at.
“Talystro is built on our belief that mathematics is fundamentally creative,” said Martin Lothe Sæterdal of Filiokus. “With this demo, we’re inviting players to experiment, adapt, and discover the beauty of problem-solving through play. The best feedback we’ve received so far? ‘This is the most fun I have ever had doing math.’”

What’s in the Demo

  • A complete first act run through the Wildlands, across seven levels, including a boss fight
  • Around 45 minutes of play per run, with Normal and Expert modes available from the start
  • Dice and card combat where creativity and arithmetic are your only weapons
  • A growing collection of cards, upgrades and artifacts to discover across each run
  • New unlocks that carry over between runs, rewarding continued play
  • Hand-drawn, frame-by-frame animations and full music and sound design throughout
  • Accessible by design, no time pressure, no camera movement, built for thoughtful play 


Availability

The Talystro free demo is available now on Steam for PC. The full game is in development with a release planned for later in 2026.

Download the demo and wishlist the full game at: store.steampowered.com/app/3524740/Talystro

About Filiokus

Filiokus is a Norwegian game studio on a mission to rethink what educational games can be. Viewing games as artistic systems driven by mathematics, the studio focuses on highlighting the creative, strategic, and expressive sides of math through interactive experiences. Talystro is the team’s second title, continuing their exploration of how probability, arithmetic, and play can come together to create something both meaningful and fun.

Article by: Susan N.


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Whirlight - No Time to Trip - PC Review

Whirlight - No Time to Trip by developer imaginarylab and publisher Vsoo games - PC(Steam) review by Richard with a copy provided by the publisher

Estimated reading time: 7 minutes


Well folks, guess what time it is? Time to travel through time! A wacky adventure point-and-click title by the same people that brought us Willy Morgan and the Curse of Bone Town comes the newest title: Whirlight – No Time to Trip.

In Whirlight we are introduced to genius (lol) inventor Hector May, who is currently going through a bit of a slump. In the process of trying to overcome his slump, he makes the invention of the century, time travel! Unfortunately for him, as well as Margaret who he surprises upon his first time travel foray, it turns out his newest discovery is a bit more unstable than desired, leaving him trapped in the future. Together both Hector and Margaret work together to not only put this new discovery to good use, but also to prevent a potentially horrendous future from occurring.

Whirlight is a point-and-click adventure game with a lot of gags and some pretty funny interactions. You’ll explore the town of Verice Bay, as well as some other interesting locales, in your quest for science! As a point-and-click title gameplay is pretty basic, mostly involving walking around by clicking in an area you want to move to, examining objects by clicking on them, and interacting with items by combining them or using them on something. Thankfully the developers have included a few quality of life aspects into this adventure. First of all, in most areas comprised of a bunch of smaller screen sequences, you are usually able to find a map that will allow you to fast travel around the area, provided something hasn’t happened to keep you out of the area you want to go to.

The next really nice gameplay mechanic is that you can hold down right click to see anything that’s interactable in the area. This is super useful for finding those small spots you may have overlooked, or if something interactable is close to something else and you didn’t notice it. The last handy mechanic is the ability to double-click to either run to a location on screen, or if you double-click a screen transition you fast move to the next area without having to wait for your character to run all the way there. Combine that with an easy to use inventory by using the scroll wheel up or down to bring the inventory up or put it away and there are a lot of user friendly aspects to Whirlight.

While there are a few puzzles to solve, both item interaction and more hands-on puzzles, most of them are fairly reasonable. I will stress the most here. Some of the interactions are…well, perhaps a little less intuitive than you would expect. Oddly enough, I found the greatest issue of this in the first half of the game, and the longer I played, the more intuitive I found the item combinations or uses were. I’m not ashamed to admit there was one interaction I actually had to go watch the game trailer to help me out with. With that in mind, allow me to give you a few tips if you’re stuck. Tip one: try and combine all your inventory items to see if any stick. Normally there are a few that you may have forgotten a reference for or were kind of out there and you didn’t realize. Tip two: exhaust character dialogue. If there’s a person to talk to, usually all of the stuff they have to say is worth hearing. In fact, there’s one required item that you can only get by continuing to talk to a character. Final tip: don’t be scared to go through every possible item in your inventory while interacting with something. Even items you can “lose”, you’ll still get back by returning to where you got them from. For example, there are some newspapers you can burn, and returning to the newspaper pile you get more. No hassle no fuss.

Another cool thing to make note of is that all of the interactions and controlled character quips are all fully voiced. Yup, all of them. A really neat feature you don’t see nearly often enough. Whirlight has some pretty colourful and unique environments, with a cast of interesting characters. Add in a pretty unique plotline and some solid music and you’ve got everything you need to make a stellar point-and-click adventure! While there’s a lot to like here, there are a few issues that pop up occasionally. From a gameplay perspective, sometimes you can “use” an item, or attempt to use an “item”, and the game will half tell you “there’s something to this” or “I need to do this right”, which can be misleading sometimes. Case and point, the interaction I needed to watch the trailer video to figure out was one of these. The second issue I’ve run into is one where after talking to a character and getting them to perform an action for me, they are stuck in a pose and I cannot interact with my inventory unless I go talk to another character. There is also another character in the area you can perform an action for but their reaction text speeds through and you can’t read it in time. It doesn’t lock you out of anything, and I hope it’ll be fixed by the full release, but it is there.

Overall Whirlight – No Time to Trip is a good bit of retro fun in a nice and funny package. With a memorable cast and some interesting adventures, I’m sure Whirlight will appeal to all you point-and-click fans out there.

 

Score: 8.5 / 10

 

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Akuma Rise - PS5 Review

Akuma Rise by developer Exe Create Inc. and publisher KEMCO. PS5 review by Richard with a copy provided by the publisher.

Estimated reading time: 5 minutes


Well everyone, here we are with another KEMCO title. Last time we had a departure from classic JRPG, but this time we’re back in the turn-based JRPG genre with Akuma Rise.

Akuma Rise takes place in the Shadow Realm of Adribune, a land of various species of demons. It is here that the game starts off with our protagonist Kaine washing up on the beach of the Oni country. He is discovered by the local princess and rescued, only to discover he has amnesia! Oh no! Things couldn’t get much worse in the Shadow Realm either: the Overlord is missing and his second in command is causing trouble. Heroes from the Radiant Realm are attacking the locals, and now Kaine doesn’t really remember anything other than his name and his goal of finding some type of “fragment”. Thankfully for Kaine, the Oni princess Iroha is interested in helping out, and Kaine is interested in beating up the “heroes” that are attacking from the Radiant Realm.

Akuma Rise is a pretty traditional JRPG in the KAMCO flavouring that it’s probably become known to you by now. KEMCO JRPGs tend to come in two flavours, and this one is the standard turn-based battles with a turn order and a more “cartoonish” art style. Gameplay consists of going between towns, or castles in the case of Akuma Rise, by traversing the world map and making it through a dungeon between you and your next goal, all while completing sidequests along the way. Enemy encounters are random, but you are bequeathed a pair of boots very early that adjusts encounter rate between: normal, every step, or none (or half if you’re in an uncleared dungeon).

Towns allow you to nap at an inn for a quite reasonable charge, purchase equipment and items, or if he’s around, an old man will create orbs for you. These orbs act as a sort of secondary equipment-like accessories. While you have a weapon and armour slot, you also have five orb slots. Three of these are for equipable magic, and two are for passive effects, like stat increases or experience gain increases. Magic orbs have an element and a rank. The element is the type of magic used, for example might is fire and attack buffing spells, while rank determines how much an orb can be upgraded. Magic orbs will gain their own exp after battle when equipped, and the spells they hold will level with them, dealing more damage or reducing delay time if they don’t do damage. Alternatively you can infuse new orbs with old ones of the same element to get an exp boost.

Both orb types can be increased in rank if you have the correct items to do so. No worries about running out, as you can farm for these later in the game. For magic orbs ranking up allows them to level further, whereas the passive effect orbs will increase their effect. For example a five percent stat increase will turn into a ten percent increase. There are a bunch of different orbs with different effects, some magic orbs even combine different elements and spells, so it’s kinda fun to mix up your team every so often.

Now that you’re all geared up, it’s time to set out. Exploring the Shadow Realm is dangerous, and you’ll for sure be getting into all kinds of fights. During battle you have access to a list of commands on your turn that include: item use, defense, magic orb skills, power skills (which are unique character-based skills), and a basic attack. Enemies and allies are set on a three by three grid each, and enemies can take up multiple spaces. Different skills, and sometimes your basic attack, can hit single or multiple tiles on the grid adding a bit of strategy or forethought.

If you’ve been following my reviews on KEMCO titles for a while, you may have noticed that this style of KEMCO title usually comes with “quality of life” options for those who want an easier time and aren’t in it for the challenge. Well, it’s back here in Akuma Rise, and it’s a fairly decent midpoint between “absolutely busted” and “no help at all”. Every three battles from common enemies in-game that you actually fight will reward you with ten of a special resource. This resource can be exchanged at an in-game shop like premium currency in an online game, either to get items, adjust certain gameplay elements, or to roll for new equipment. This also applies to all save files. For example, you can exchange a set amount of the resource to increase the amount of experience earned permanently. Another option is to draw a piece of equipment from a random pool and maybe get an awesome magic orb or armour. Unlike some of the other titles, the shop and equipment selection in Akuma Rise is very reasonable and doesn’t fully break the game or offer too little if you’re struggling.

Between the freemium currency shop, the battle rate adjustment, the four difficulties offered, and the option to speed battles up to three times the speed, there are a lot of methods to cut down on grinding time. I hit level 99 well enough before finishing the game, and most enemies or bosses weren’t too much of a challenge, difficulty setting depending. That being said you can always increase the difficulty and not purchase the boosters if you’re interested in the challenge.

Sporting a more cartoonish art style and some enemies that will definitely be familiar to enjoyers of other KEMCO titles with a similar art style, Akuma Rise doesn’t really break new ground on the aesthetic side of things. That being the case there’s nothing wrong with the art style or music direction, so take it as you get it. Keep it in mind it is also available on a phone App Store.

Overall Akuma Rise is a pretty fun title to add to the KEMCO JRPG pool. While the plot is maybe a little cliché and the assets reused from previous titles, there’s enough in the new storyline and characters to keep it entertaining if you don’t think too hard about it. Definitely a pick up for those looking for a retro JRPG that want something to play in the background or casually.

 

Score: 8 / 10

 

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Mandated Fate by Indie Developer Tetrarchy Studios Launches Demo on Steam!

France, April 2026 | In a world where the truth is dangerous, and loyalty is mandatory, how far will you go to survive?


Indie developer Tetrarchy Studios has announced that Mandated Fate, an upcoming dystopian narrative thriller, will open playtesting ahead of its public demo launch in early May on Steam. To participate in the playtest, gamers can join the Official Discord server and request a Steam key, or request access via the Mandated Fate Steam page. Within the game itself, there will be an option to fill out a completely anonymous feedback form.

Blending investigation, political intrigue, and high-stakes decision making, Mandated Fate puts players in the role of an Imperial inspector navigating a towering technocratic regime where every action is monitored - and every choice has consequences.

A System Built on Control (and Merit Score)

Set in an alternate 1985, Mandated Fate drops players into a society obsessed with technological dominance and absolute unity. Tasked with investigating a mysterious murder in a resistant district, players quickly uncover a web of secrets, surveillance, and conflicting loyalties. 

Through deep dialogue systems, environmental exploration, and faction manipulation, players must decide whether to uphold the regime, or quietly dismantle it from within.
  • Interrogate suspects and uncover hidden truths
  • Navigate a dense, vertical city with seamless exploration
  • Make morally complex decisions that shape multiple outcomes
  • Balance personal survival against political consequences


Wear the Mask. Keep your Soul.

Balance your Merit Score - the Empire’s cold, official metric of your worth - against your Loyalty, the hidden fire of your true convictions, in a world that never stops watching. Every word is a gamble: Navigate the rigid protocols of bureaucratic NPCs who only see your file. Earn the trust of desperate Dissidents or evade the gaze of zealous Loyalists who smell your true intent.

Will you become a model citizen to survive, or maintain a flawless public image while secretly feeding the flames of rebellion? In the Empire, the most dangerous weapon is the one they can’t see on your record.
Playtesters Wanted - Help Shape the Investigation

Ahead of its public demo, Mandated Fate is actively seeking players to help refine the experience.

The team is specifically looking for:
  • Steam Deck testers to evaluate performance and handheld playability
  • Controller users to refine input feel and accessibility
  • Narrative-driven RPG fans ready to stress test choices, dialogue, and outcomes

Player feedback will directly influence polish, balance, and overall immersion as the game moves toward release.


Step Into the System Before the World Does

With its blend of noir detective work, branching narrative, and oppressive dystopian atmosphere, Mandated Fate challenges players to operate inside a system where breaking the rules isn’t optional - it’s expected.

The public demo launches in Early May, but those who join the playtest will be the first to uncover its secrets and shape how the story unfolds.


About Mandated Fate

Mandated Fate explores a future where humanity’s grand technological dreams have collapsed into systems of control. Drawing inspiration from classic dystopian storytelling and noir science fiction, the game presents a bleak yet compelling world where gravity manipulation powers an authoritarian society. Built almost entirely by a solo developer, the project reflects a passion for sci-fi narratives in which humanity ultimately becomes crushed under the weight of its own ambitions.

If you’re interested in staying in the loop on all things Mandated Fate, you can join the Official Discord Server, where feedback and suggestions are always welcome!

Article by: Susan N.


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Hellslave II: Judgement of the Archon Releasing in Q3 This Year!

Montpellier, France – April 27, 2026 | French independent developer Ars Goetia and publisher Dear Villagers are proud to announce that dark fantasy dungeon crawler HellSlave II: Judgement of the Archon will be releasing in Q3 2026 for PC via Steam.


Solo developer Baptiste Miny (Ars Goetia) fueled this new installment in the series with all the feedback received on the first title and delved deeper into the handcrafted Demon World he gave life to with HellSlave. This new opus offers a darker, more immersive, open, and ambitious experience.
“HellSlave II is the result of listening to the players while trying to surprise them and offer them even more than they could expect.”
- Baptiste Miny, solo developer.
Thousands of years of demonic warfare have torn the world to shreds. Six demon lords, locked in an endless war, have brought ruin to all. Tired of this infernal chaos, the heavens have unleashed the Archon of Judgment, an unstoppable force set to destroy everything. 

Players will choose between six classes to create their character, from spectral assassin to plague-bearing mage to fight off demons. New Demonic Powers will also be granted to players due to the corruption from Demon Lords, introducing new skills and multiplying character customization opportunities. Mixing and matching skills and powers from the flexible talent trees will prove essential in the battle to save humanity.


Players will also travel through an immersive top-down overworld, and explore dungeons, ruined villages and sanctuaries to do quests, gather loot and uncover lore and secrets. Combat remains a core feature in HellSlave II, and the classic Turn-Based HellSlave combat system is featured in this entry as well, and includes improvements and new mechanics, while still taking time into account for each action to balance aggression and survival.

Follow Dear Villagers on social media:


Follow Ars Goetia on social media:


About Ars Goetia

Ars Goetia explores and narrates tales of the dark atmosphere lingering in the Demon World. The studio has shaped and designed stories and experiences from this twisted universe, such as Blind Prophet – Blood of the Apostle and Hellslave which were both praised for their art direction. Ars Goetia is a solo endeavor founded by Baptiste Miny and is now on the path of its next tale: HellSlave II: Judgement of the Archon, set to release in 2026.

About Dear Villagers

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games.


Article by: Susan N.


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Battlestar Galactica: Scattered Hopes - PC Review

Battlestar Galactica: Scattered Hopes by developer Alt Shift and published by DotemuPC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 9 minutes


Battlestar Galactica in all its incarnations has been part of the bedrock of Western science fiction for nearly half a century. Alt Shift’s newest entry Battlestar Galactica: Scattered Hopes aims to capture the franchise’s feeling of courage in the face of relentless pursuit and overwhelming odds, and it does it well. While placing the player in command of a Gunstar (think mini-Battlestar) that has more limited resources and capabilities than the titular ship of the show, it balances that against foes appropriate for the scaling to good effect. As you try to hold off waves of attackers long enough for your handful of ships to escape, the game has you counting down the seconds until you can jump to safety, while trying to make sure that you don’t leave anyone behind.

Graphically, Battlestar Galactica: Scattered Hopes draws on the aesthetics of the 2004 reimagining of the franchise, with the vaguely horseshoe-shaped Cylon Raiders leading the charge to try to end your little chunk of humanity. Battles have ships and weapons fully animated, while between-battle scenes use a vignette style of art as you navigate around. From thruster flares to nebula clouds and slowly rotating planets, down to onboard fires and dozens of unique character portraits, Alt Shift have picked out the essential pieces of the franchise to make Battlestar Galactica: Scattered Hopes feel alive.

Gameplay in Battlestar Galactica: Scattered Hopes separates in two main areas: real time (pausable) combat, and fleet management. The player’s overall goal is to survive long enough that their handful of ships can regain the Battlestar Galactica and its main fleet - to do that, however, requires balancing combat performance actively destroying incoming ships with non-combat decisions that determine what resources are available at a given time. When combat starts, you’ll find yourself watching the timer count down until you can jump away from the numerically superior enemy. When you’re in between combats, you’ll be trying to figure out the best way to use your limited time and resources to repair and improve before the next combat round find you again. Oh, and you’ll be trying to balance relations with political factions within the fleet, responding to emerging crisis points, and trying to balance whether paying the costs to resolve an issue today is worth the opportunity costs of forgoing an upgrade or taking a penalty for a few jumps.


Within the combat sequences of Battlestar Galactica: Scattered Hopes, the player’s Gunstar is always anchored in the bottom left of the screen, and the Cylon capital ship anchoring the attack is always in the top right. Accompanying your Gunstar will be two of your half dozen civilian support ships, and between your Gunstar’s onboard weapons and up to three units of combat craft you need to keep everyone alive. A central trope of the franchise is that the attacking Cylons will overwhelm the defenders given enough time, so all combats have a timer counting down. When it completes after a few minutes, your fleet can jump away for another short stint of safety. But wait, there’s more! Your combat craft (fighters, etc.) can’t jump, so you need to get them back on board before you leave, and while you do that they aren’t shooting down enemy craft or intercepting missiles. You do have some weapons on the Gunstar to help, but these aren’t generally constantly active or able to cover everywhere at once, so you have to choose when and where to deploy them for best effect.

Overall, the combat sequences in Battlestar Galactica: Scattered Hopes feel very well tuned to creating a sense of urgency that creeps up on you. In any given one-on-one matchup, your combat craft will generally be able to deal with an opposing Cylon unit with minimal difficulty. Of course, those Cylon units are rarely alone, and the area in which they can approach your fleet to attack your Gunstar or the civilian ships is large enough that you will rarely feel that you have every angle covered. And then they start coming in bigger groups with support vessels that hang back to shoot while you deal with the closest ones first. And then the capital ship starts firing missiles that need to be intercepted. Now your jump timer is about to go off and its POP QUIZ, HOTSHOT - you’ve got two squadrons of your best pilots still fighting in space that will be destroyed if you leave them behind and half a dozen enemy units and a missile coming that will hit your ships if you stick around long enough to dock your fighters. WHAT DO YOU DO?

The moment you jump away, the entire pace of Battlestar Galactica: Scattered Hopes changes. There is no timer, not real-time action that needs to be dealt with. Your panic and adrenaline can subside, and instead you are confronted with the other half of the game - fleet management. Every system you jump into will have a number of points of interest that can be explored or exploited for resources, crisis and decisions that affect your ships, and a limited number of turns available to do them in. You can take your time deciding, however, as there isn’t anything forcing your hand during this phase at least. Also available during this phase is the ability to upgrade your ships, configure and improve your combat craft, buy and sell from traveling traders or isolated stations you encounter, and have conversations with your command staff and trusted people in the fleet. This is also when your civilian ships become more than just dead weight to be protected, as they generate the supplies and material needed to repair and upgrade.


All is rarely well in your little fleet, however from breakdowns on ships never meant to be away from maintenance this long to conflicts among the various factions of people in your fleet, there’s almost always something to grab your attention. Should an empty cargo bay be turned over to your pilots and marines for R&R after risking their lives fighting the Cylons, or should the space be turned into a makeshift hospital to help keep everyone healthy? Should you divert resources to rebuilding an area damaged by a fire immediately, or accept degraded performance while maintenance restores it bit by bit? Different groups will gain or lose influence depending on your decisions, and the overall health and maintenance of the fleet might be impacted as well. The long term implications start to add up - sending in the marines when you heard about a black market ring now means that the remaining black marketeers are starting to work against you, while the military now has more influence and control over fleet operations day to day. I’m sure that’s fine though, right? I mean, what could go wrong with having the military in control of key points throughout your fleet when you need to decide on their next special request? Navigating through decisions and balancing faction opinion and influence becomes some of your main concerns during these non-combat phases,

At the heart of resolving crisis, leading your forces, and investigating points of interest in Battlestar Galactica: Scattered Hopes are your command staff. Notable people, civilian and military alike, they bring their skills and experience to give you options. Some will excel when used in dangerous negotiations, shifting the odds in your favour or eliminating the worse outcome options altogether. Others will excel in leading your combat craft or acting as crew for systems on your Gunstar, making things move faster, hit harder, and generally trying to tilt the balance of power in your favour. Unfortunately, Cylons can look like humans, and so you’ll also have to balance the paranoia in your fleet with the possibility that one or more of your staff are enemies in disguise. If you do find a Cylon agent, however, would you toss them out the airlock? Keep them for questioning? Trust that they still have control of their own actions and let them roam free? Resolving these dilemmas have impacts on morale and crew performance, beyond the direct impact of potentially losing a person you’ve come to count on, and invite you to look beyond the lens of video game into the core questions of ‘what is humanity / what makes someone human’ that the Battlestar Galactica franchise as a whole wrestled with.

As a rogue-like, Battlestar Galactica: Scattered Hopes is built around the idea that what you do during each playthrough can help you on your next playthrough. Each battle you win accumulates Fate points that can be used to unlock upgrades, resources and generally improved starting conditions for future runs through the game. As a result, it's easy to feel overwhelmed on your first run, as you are at the weakest you will ever be. Don’t despair - survive as long as you can, and come back stronger.


Overall, Battlestar Galactica: Scattered Hopes is a game that captures the feeling of the Battlestar Galactica universe, and keeps itself grounded by limiting the player to a small piece of it. This isn’t a game about endless resource gathering and giant fleets, it's a game about the more personal struggle to survive against all odds. Be prepared for combat sequences that will get your stress levels up, and non-combat interludes that make you really think about where every resource is best spent. The space battles are graphically appealing, and the static character art outside of combat works to convey what it needs to, while not distracting from the choices it is asking the player to make. It might not hold my attention for hundreds of hours, but there is quite a bit of replayability here, and it is well worth your time.


Score: 9 / 10


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Roguelike Deckbuilder 'Stabjack' Demo Available on Steam Now!

U.S.A. April 27th, 2026 | Indie developer Cosmic Cog LLC and publisher Zemore Indie Games have announced that Stabjack, their upcoming roguelike blackjack deckbuilder, demo is already available now on Steam.


Blending the tension of blackjack with the strategy of deckbuilding roguelikes, Stabjack throws players into a dark, comic-noir world where every hand could be their last - and cheating might be the only way to survive.

What is Stabjack?

In Stabjack, players take on the role of Jack, a man pulled into a supernatural mystery after the brutal death of his wife. Armed with a sentient knife that whispers in her voice, players must navigate a world of demons, deception, and deadly encounters, unraveling a story where nothing is as it seems.

At its core, Stabjack reinvents blackjack as a tactical combat system. Players draw cards to power actions like attack, defense, and preparation, aiming to hit 21 for maximum impact while avoiding a devastating bust. Unique mechanics allow players to “cheat” by storing cards, manipulating outcomes, and building powerful synergies through modifiers, items, and deck customization.


What to Expect in the Demo

Players can play Stabjack’s Demo and experience:
  • A fusion of blackjack mechanics and roguelike deckbuilding
  • First-person, high-impact knife combat with cinematic flair
  • Investigation-driven storytelling with multiple cases to solve
  • Deep deck customization with supernatural twists and strategic cheating
  • Striking comic book inspired visuals set in a dark noir world

Designed for fans of deckbuilders and roguelikes alike, Stabjack offers a fresh spin on the genre, where risk isn’t just part of the game, it is the game.

Stabjack is currently in development for PC via Steam. Players can wishlist the game now and prepare to test their luck, and their nerve.

For more information and to access the demo, visit the Official Steam page.

Article by: Susan N.


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Try Playground Pigeon's Demo Release of a Dark Adventure Fishing Game 'The Wake' on Steam

Starting April 24, anyone can check out the free PC demo for The Wake, an indie game blending fishing, combat, and dark adventure in a Lovecraftian setting. The full version of The Wake is expected to launch on PC in 2026. Future plans also include releases for PlayStation 5 & Xbox Series X|S.


The Wake is being developed by Playground Pigeon, an independent two-person studio from Germany. Ultimate Games S.A. is the game's publisher.

The Call of the Sea Beasts Awaits...

The Wake is a unique game where gameplay combines fishing, combat, exploration, and dark adventure in a world inspired by the works of H.P. Lovecraft. The player is caught in a supernatural storm and washes ashore on a mysterious island chain filled with ancient ruins.

The waters surrounding the islands are teeming with unknown and primordial fish species. In this Lovecraftian fishing game, the player must discover the habitats, diets, and weaknesses of individual fish. Various fishing rods, hooks, and baits will prove helpful in achieving this.

In The Wake, each fish features unique attacks and wields different arcane powers. The player's goal is to dodge attacks and gradually drain energy from enemies using combat skills, diverse debuff attacks, and finishing moves.

Proper combat tactics and target prioritization are crucial for survival here. The restless waters in The Wake also bring numerous other threats.

While exploring the islands, the player will find useful resources to upgrade their fishing rods, weapons, and ship. The Wake also features primordial magical energy that provides advantages in fishing and combat. Runes allow for the customization and enhancement of magical incantations.


Free Demo of The Wake is Now Available

A free demo for The Wake is already available on Steam starting April 24. The demo offers a taste of the full release and allows players to experience the core gameplay elements of Playground Pigeon's project.

In The Wake Demo, the player arrives at an archipelago of dark islands, attempts to survive the eerie waters, and hunts selected species of mutated sea creatures.

The Wake Demo – Key Features:

  • Fishing and combat;
  • Dark adventure in a Lovecraftian setting;
  • Resource gathering and equipment upgrades;
  • Eerie waters in an open world;
  • Primordial magic system.

The full version of The Wake will first launch on PC in 2026, though the exact release date has not yet been set. Further plans include releasing the game on PlayStation 5 & Xbox Series X|S consoles.

Article by: Susan N.


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Akuma Rise for PC & Consoles: Adventure through the Shadow Realm with three princesses!

May 8, 2026 - KEMCO proudly announces the release of Akuma Rise for Xbox consoles, including Xbox Series X|S, Xbox One and Windows devices, Steam™, PlayStation®5 / PlayStation®4 (supporting Cross-Buy) and for the Nintendo Switch™ family of systems set to hit each regional storefront today. Standard price is USD 19.99. A special edition including full game and all available add-ons is also made available for Xbox and PlayStation®. Please check each store for available launch promotions.

Overview

Set in the demon realm of Adribune, this story-driven JRPG follows Kaine, a demon who awakens with no memories after washing ashore on a remote island. With the Overlord gone, rival nations clash and heroes from the Radiant Realm invade, seeking to dominate the Shadow Realm. Joined by three demon princesses and a strange mascot, Kaine searches for fragments of his lost past while fighting to protect a world on the brink of collapse.

Featuring classic turn-based RPG gameplay, battles play out in a side-view command system that rewards strategy and timing. Equip and grow magical orbs to learn powerful skills, unlock new abilities, and customize your party. Each character also wields unique POW skills that can turn the tide of battle when used at the right moment. With deep progression, charming companions, and nostalgic JRPG flair, this fantasy RPG delivers a satisfying experience for fans of turn-based battle games.

A delightful tale from the Shadow Realm
 

A realm of demons, Adribune.

The Overlord who once ruled this world has suddenly vanished. The three nations and the ruling state, four countries in total, seize the chance to start fighting among themselves. In the growing chaos, the Radiant Realm sends its heroes to take control of the Shadow Realm.
Amid the turmoil, a lone demon named Kaine washes ashore on a remote island nation. Kaine has lost all memories and remembers only his name and the need to search for fragments of his past.
Iroha, who has been caring for Kaine, witnesses the immense power hidden within him. Hoping to save her country from the heroes' advance, she begs Kaine to lend his strength.

Learn magic through orbs

Some of the orbs Kaine and his allies can equip contain built-in skills. As these orbs grow in battle, their skills become stronger and may even unlock new ones. Keep training them and unleash powerful strikes.

Unleash decisive POW skills

Battles unfold in a side-view command format. Along with orb skills, each character has unique POW skills. Build up the gauge and strike at the perfect moment.

Charming companions

Your journey includes an adorable (perhaps) mascot and three captivating princesses. Fulfill their requests along the way to grow closer, and you might find special memories awaiting you. What will become of Kaine? What choices will he make?

Age Ratings

ESRB Teen: Fantasy Violence, Suggestive Themes | In-Game Purchases
PEGI 7: Mild Violence | In-Game Purchases

Links

Official Page | Official Trailer (PC) | Microsoft Store | Microsoft Store (Special Edition) | Steam Store | Nintendo Website (US) | Nintendo Website (UK) | PS5/PS4



Article by: Susan N.


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