Neon Inferno by developer Zenovia Interactive and publisher Retroware—Xbox Series X review written by Nick with a copy provided by the publisher.
Estimated reading time: 4 minutes
Neon Inferno - Xbox Review
Wordbound by Kettle Games is Headed to Steam
“After Wordbound's positive reception last year, we grew the team and our vision has become more ambitious,” says lead developer Andy Bacon. “We're excited to tease this glow up of the game and bring it to a wider audience with the flatscreen version on Steam.”
About Wordbound
About Kettle Games
Article by: Susan N.
Angry Video Game Nerd 8-bit - Xbox Review
Angry Video Game Nerd 8-bit by developer Mega Cat Studios and publisher Retroware—Microsoft Xbox Series X review written by Nick with a copy provided by the publisher.
Estimated reading time: 4 minutes
ROCK AND STONE! Deep Rock Galactic Rogue Core Releases in Early Access TODAY!
STORY
GAMEPLAY
Co-op Roguelite
Early Access - FAQ
- It's faster-paced. You’re under more pressure, and time is a resource you need to manage. Each level is on a mission timer, and you may not be able to complete every single side objective before your time runs out and you reach critical threat level.
- It's harder and more intense. The baseline difficulty is more challenging. We’d say the game probably starts close to the 'Hazard 3' experience from Deep Rock Galactic, and it scales up from there.
- There's more focus on combat. In Rogue Core, the cave generation is more linear. Where DRG had more focus on traversal and terrain modification, Rogue Core introduces fighting in and around industrial structures in the caves.
- GUARDIAN: The walking shield. An expert in area denial and close protection. Damages enemies with concussive blasts, and restores the team’s armor.
- FALCONER: The aerial attacker. Deploys an airborne assault drone to electrify enemies, and in an emergency, can even revive teammates from afar.
- RETCON: The fighting hologram. Capable of ‘warping’ back to a previous point in spacetime, restoring health and ammo to recover from dangerious situations. Lethal in all time zones.
- SPOTTER: The marksman. Highlights and weakens targets with toxin darts, sees enemies through walls, and can deploy ammo for use in extended firefights.
- SLICER: The melee class. Carries an energy blade capable of dismembering all but the toughest opponents. Mobile, agile, aggressive.
If you’ve got some feedback you want to share with us, you can:
- Reach out through Discord
- Write us an email via the Ghost Ship Games website
- Holler at us during our weekly dev livestreams
- Send an old-fashioned paper letter to our office
Article by: Susan N.
Medieval Crafter: Blacksmith - PC Review
Medieval Crafter: Blacksmith by developer Compact Core Games and publishers GameDev.ist, Gamersky Games—PC (Steam) review written by Valerie with a copy provided by the publisher.
Estimated reading time: 7 minutes
Medieval Crafter: Blacksmith, to me, is a relaxing simulation game until you get to the time-management portion of it. I've had the pleasure of actually making a part for my sewing machine at a friend's forge which this game brought back some fond memories. The great part about this simulation game is that you're not actually standing in front of the forge like in real life and getting that 'red' tan!
When you start up this game it has hints on the bottom that had gone by too fast for me to fully read them, so, while I was waiting on the game to load, I did my best to read them as they scrolled through until the game started. There were only four of them, so it was easy to catch them all.
The tutorial starts out with you learning that a new castle is in need of a blacksmith. All during this short tutorial you'll see a yellow outline of where to go next. At the game start you go into the castle for your first meeting with King Aurelius. You're told to meet up with the now retired dwarven blacksmith, Thudgric Anvilbreaker, where you'll take over. In the next quest you'll have to fix up the forge, which he helps you with, to make sure everything is running smoothly for you. I really enjoyed some of the dialogue throughout Medieval Crafter: Blacksmith where "Let's see if you've got the fire for the forge" had me laughing.
In this little realm are the castle, the village, the mines, Heroes Hall, the arena, the forest, and the dock. The first four are unlocks through the tutorial and the others get unlocked as you progress through the leveling and questing systems. There's a fairly simple setup for every part of the game with accessible areas like you and your inventory with tabs for the hero, your talents, and achievements. When you pull up your inventory screen, the tabs listed above make it easier to drop equipment into your hero's inventory as well as keep track of how you're progressing.
Your quests are in the top left corner of the screen and they turn green when completed with an OK! after them. The passage of time is at the top center with a turning sky, night with stars and moon, daylight with the sun shining. Right under the time 'clock' you'll see when an adventure is completed, or a set of zee's to mark the time to rest. The top right corner of the game is your location map and the bottom is your hotbar. More on that later.
A subtle ambiance is the whole of the game with music quietly playing in the setting of a medieval castle realm. The graphics are of the medieval setting with all the tools of the trades and bartering, the areas of interest relating to parts of the realm that quests take place in, and the lighting with fire and candles everywhere.
Getting around the castle realm is easy with a teleport stone that looks like a knight. When you activate the teleport stone, the map immediately shows up where you click on the location you need to go next. In the tutorial your next stop is the mines because you need copper and coal to fire up the forge.
In the mines there is an elevator, but I chose to head straight ahead not realizing that when you use the elevator that goes to one of the four 'layers' available. The one you are on is the only one you can mine resources in. When you click on the elevator you realize the rest of the layers are locked, so leveling up and progressing through the talent tree will unlock them. When you're mining you are using the pickaxe that Thudgric gave you. As you are using the pickaxe there are green targets that you line up your cursor (which is just a pinpoint dot) for each hit. If you're successful in hitting all the targets you gain both experience and sometimes a gem or another such goodie.
You'll find that as you get your tools to work the forge, that they automatically slot into your hotbar, or action bar as it's called in this game. The first three slots are for your tools and the other six slots are for items picked up after crafting or finding them. You have an ample backpack of thirty-three slots which I found was enough for starting the game. After you bring back the coal and copper your next part of this quest is to smelt the copper ore. It’s a beautiful sight when you pour the slag into the ‘pot’ which should appropriately be a mold for the ingot, but since your ingot production can be as few as three to a lot more, a regular mold plate for the ingot was probably too cumbersome for the game action cycle where the bucket suffices.
During the tutorial you learn about the parts to the items you create. Even though you forge a lovely sword blade, you find you'll need more to make the actual weapon to present to the king. You're introduced to the anvil, sharpening stone, assembly table, and a storage crate. Later you find out that there is a recipe book that tells you all the parts you'll need to craft the Basics, Weapons, and Armor.
After getting approved by the king, Thudgric directs you to get some rest and that there is a cottage that's empty and ready for a new occupant. It’s also the place where your game progression gets saved - other than the escape and click to save button. During the tutorial itself, I found that a red warning text that you need rest pops up, but you cannot access your bed until that is opened up to you through the tutorial progression. I found that a little aggravating because I was engrossed in the forging process and the quests I needed to complete. Sure, I'm slow, but I am also thorough!
The next part of the tutorial focuses on your hero: where you meet him or her, what you do to outfit your hero, and where to send your hero off to. Your hero is your resource collector of rare goods and resources. The village tavern is where you hire them from and the Heroes Hall is where you'll be sending your hero out on adventures. I so wished I could go with him, but you've settled into this realm as the blacksmith helping the people with equipment you make and by sending your hero off to gather supplies to make the equipment.
The last part of the tutorial is where that time management comes in. You'll be filling orders (how you make money) and selling your wares. You only have a weapons rack at first, but there is plenty of room for other racks as they unlock during your progression. You learn about haggling with your customers to sell them the piece you made when it’s not exactly what they had requested. Definitely a way to test my reflexes in clicking a button fast enough to get that haggle!
And that, my friends, is where you take over the reigns. Thudgric occasionally pops up as you progress, but I’ll leave you to find that out. I did leave out some parts of the tutorial to give you things to discover on your own. All in all, Compact Core Games did a fine job on this little simulation game for smithing in medieval times. Don’t forget to save, as with most of these types of games you do lose your progress if you haven’t done so!
Score: 9 / 10
Get Your Freak On in Ground Zero Hero's Horde Survival Demo Today!
“I worked hard on this nonsense,” said Edmondson.
Key Features:
- UNLOCK an ever-growing list of powerful mutations and permanent upgrades
- DISCOVER devastating combinations to craft your ultimate mutant
- EXPLORE multiple wastelands, each with its own unique interactive elements
- BATTLE to a dynamic soundtrack that changes with gameplay
- SURVIVE the apocalypse by destroying piñata for that sweet, sweet candy
- GIVE BIRTH to a man in a chicken suit
About Acclaim:
Article by: Susan N.
Official Patreon for Revenge of the Firstborn is Live!
About Revenge of the Firstborn
Article by: Susan N.
Priest Simulator: Vampire Show Released on Xbox Series X|S!
A totally absurd shooter with exorcisms
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.
Article by: Susan N.
Stabjack Comic-Noir Roguelike Deckbuilder Demo Available on Steam!
What is Stabjack?
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
Article by: Susan N.
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
Horror Adventure Game The Shore: Enhanced Edition Available on PlayStation 5
"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
About Dragonis Games
About Iphigames
About PQube
Article by: Susan N.
Head into the Mathematical Wildlands of Talystro Demo on Steam Right Now!
“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
About Filiokus
Article by: Susan N.
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


















































