• Decollate Decoration - PS5 Review

    Hello everyone and welcome to a new KEMCO title! But wait a moment, this one is different to the retro JRPGs that you’re probably expecting when you hear KEMCO from me by this point. Instead what we have is a sort of point-and-click style visual novel! Something a little new and fresh coming out here!

  • 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.

  • Fortuna Magus - PS5 Review

    Hello everyone and welcome to a new flavour of KEMCO rpg! Today we will be looking at Fortuna Magus, a bit of a shorter title with a more straight-laced JRPG gameplay.

  • 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.

  • Valor of Man - PC (Steam) Review

    Valor of Man, by Legacy Forge and Numskull Games, is a turn-based roguelite RPG where you guide a party of four through ever increasing difficult situations. Achieving victory is never assured and the randomness of the roguelite nature will either be your best friend or your worst enemy.

  • 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.

  • Soulmask - PC Review

    Soulmask enters the increasingly crowded world of multiplayer-capable survival crafting games with a launch that has bundled its first DLC pack as a free download for anyone buying it within the first month. Featuring some striking Egyptian-style graphics...

Every Spin Changes History in Spinera on Steam on the 24th!

Istanbul, April 3rd, 2026 | What if a single spin of a slot machine could shape the fate of your civilization?


Arvis Games invites players to embrace the chaos with Spinera, a euphoric civilization roguelike launching April 24 on Steam, where empire building meets luck and strategy in constantly shifting ways

In Spinera, players pick a leader, build Wonders, research technologies, and guide their civilization through the ages, all while embracing the whims of a slot machine that can spark golden ages of prosperity or reshape entire empires in unexpected ways.

Spin the Reels. Shape an Empire. Repeat History Differently.

Every spin defines the next step of your civilization.

Resources, opportunities, and turning points all emerge from the same source: the reels. Spinera blends chance and strategy into a single system where players adapt, combine outcomes, and build long-term direction through short-term unpredictability.
 
Runs are fast, dynamic, and replayable, typically lasting 1 to 2 hours.
 

A Civilization Built on Momentum and Surprises

Spinera offers a lighter, more playful take on the civilization genre, where experimentation, timing, and improvisation matter just as much as long-term planning.

Each run becomes a chain of unexpected situations, clever pivots, and emergent strategies shaped by both decisions and chance.

As one might say:
“Every civilization needs a bit of luck to survive.”
— Luckus Aurelius

Key Features

  • Spin. Build. Conquer: Use slot machine mechanics to fuel your civilization’s growth
  • Leaders with a Twist: Each ruler bends the rules, opening unique strategies
  • Wonders that Change the Game: Transform your slot machine into a strategic playground
  • Technologies & Great Minds: Mix long-term planning with powerful, timely boosts
  • Endless Replayability: Every run tells a different story





About Arvis Games

Arvis Games is a platform-agnostic studio dedicated to crafting imaginative and interactive worlds across genres and platforms. With a belief that games are the ultimate medium for unforgettable experiences, Arvis Games focuses on IP-based titles that blend creativity and innovation. Previous releases include physical board games like Board Royale, mobile strategy card games like Deck Dash, and PC titles such as Sizzle and Stack, with upcoming projects including Deckanism and Spinera.

Article by: Susan N.
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Decollate Decoration - PS5 Review

Decollate Decoration by developer KANEKODO and publisher KEMCOPS5 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 3 minutes

Hello everyone and welcome to a new KEMCO title! But wait a moment, this one is different to the retro JRPGs that you’re probably expecting when you hear KEMCO from me by this point. Instead what we have is a sort of point-and-click style visual novel! Something a little new and fresh coming out here!

Decollate Decoration is the story about a girl (you) and her love, life, and trying to kill the guy she likes. Yeah, I know that last one is a little weird, but hear me out. Basically, this girl died and is stuck as a ghost. She can’t bear to be parted with the guy she loves, so she wants his soul to come with her to the afterlife. Obviously that means she needs him dead so they can be together forever! Or does it? You’ll need to find that out.



The short premise here is that you only have so many days to fulfill your task before your spirit can’t stick around any longer. Your hubby can’t see or hear you, so you need to get him to notice you if you want to affect him in any meaningful way. You can take actions such as talking to him, entering his dreams, causing a poltergeist phenomenon, or cursing him. Each of these actions drains your power and you need to wait for it to recharge. You can also check items around his house at no energy charge. All this is done via a point-and-click style interaction.

There are six different endings you can get, each ending not taking too long to reach, and a prologue and epilogue that are unlockable. It’s a short and “bitter”sweet sort of story that is kinda depressing and heartwarming at the same time, depending on the ending you reach.

The story is told mostly through endings and the little tidbits you can glean between each time you have to act told through a sort of bit-like style with a sort of up-beat but creepy ish soundtrack playing in the background. It doesn’t take more than maybe a few hours to get through the entire thing, all endings and prologue and epilogue included, so make sure you’re aware of what you’re getting. Thankfully the price is pretty low, so you may want to either grab it on sale or pick it up as part of a package deal if you’re unsure if you want to play it.

As a handy note, there are a bunch of save locations if you want to try different combinations of actions, and there is a “hint” system built in to tell you what you need to do in order to get each ending, just in case you’re struggling on some. Definitely helpful on a second or third go around to make sure you’re on route for a new ending. It even tells you if you’ve seen the different endings before! The only real issue I can bring up is occasionally some words in the textboxes aren't separated properly, but that's small potatoes really. 

Overall Decollate Decoration is a pretty interesting but short title that uses a point-and-choose type of interaction to tell a narrative about life, death, and what feelings mean to different people. It’s a weirdly introspective story told in a cute art style about a not-so-cute topic. Definitely worth a go if you have the chance I’d say.


Score: 9 / 10
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Good Luck with Crazy Physics-Based Platformer on Steam!

On April 8, Good Luck, a physics-based urban survival game, will debut on PC. In this crazy platformer, your goal is to reach a meeting, but the city is filled with absurd traps and unusual hazards at every turn. Good Luck features single-player and online co-op modes for up to 5 players. The game will later arrive on PlayStation 5 and Xbox Series X|S consoles.


It was developed by the independent Turkish studio Happybara Games, with Ultimate Games S.A. as the publisher for PC and consoles.

Survive the Urban Jungle!

Good Luck is a third-person arcade platformer. Filled with lighthearted humor, the game's objective is to reach your meeting by navigating streets, jumping, and climbing. The city is having a bad day, and if something can go wrong, it will.

Players can expect absurd traps, unexpected threats, and high-stakes situations where no mistakes are allowed. In Good Luck, even a banana peel, trash can, or streetlight can be deadly.

Total Chaos and Crazy Co-Op

The game stands out for its unpredictable physics-based chaos and lack of checkpoints, offering single-player and up to 5-player online co-op modes.

The creators at Happybara Games say Good Luck uniquely blends urban survival with mechanics typical of the "rage game" subgenre. It shines in co-op, where chaos and frustration mix with epic plays.


Good Luck – Key Features:

  • Make it to the meeting;
  • Survive the urban jungle;
  • Don't count on checkpoints;
  • Battle chaotic physics;
  • Play solo or with friends (up to 5 players online).

The PC (Steam) release date for Good Luck is April 8, 2026. The game will also launch on PlayStation 5 and Xbox Series X|S consoles later.
Article by: Susan N.
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Minos - PC (Steam) Review

Minos by developer Artificer and publisher Devolver DigitalPC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 10 minutes


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. It is a tower defense game that is more dynamic and interesting to play than other standard run of the mill tower defense titles as it combines elements of the roguelite genre with base building, lots of strategy, and story-telling in one neat little package. I've gotta say that I didn't know I needed this title until I got my hands on it. 

Gameplay

Minos begins with a quick bit of dialog between Daedalus and Asterion who are being hunted by Theseus. He (Theseus) has sent a bunch of thugs to kill Asterion because he wants the kid's throne. Yes. Asterion is a young demon and shouldn't be too hard to kill - at least, according to Theseus that is true. 

Daedalus, your father/mentor, explains that to claim the throne for yourself, you will need to kill every thug that is sent your way. To do this, you need to place traps to kill them and you need to modify the labyrinth so that the enemies walk through your weapons of destruction. It is at this moment that I knew this game would be different than other tower defense games. Because, as gamers are likely aware, this genre tends to follow a linear gameplay method. Standard tower defense games have opponents following a set path that cannot be changed by the player in any way. Minos flips that concept on its head by allowing the player to add/remove walls and doors at their leisure. You may question why that is, well, it's simple. Asterion is hiding in the Labyrinth as well! 


With that knowledge, your job is to keep Asterion alive by manipulating the levels and strategically placing traps. Now, you may think this is a relatively easy task as you can do anything, right? Wrong. Not all walls can be removed and you don't have access to unlimited traps. You have to hole yourself up - to a degree - and use every tool in your kit to survive. Especially since you begin as a kid demon (that actually sounds like a badass name for a band or something...). 

Labyrinth Structure

New Depth Levels

In the Labyrinth there are two different types of levels: the ones where you can rest and the ones where you viciously kill your enemies. The resting levels are the ones where you reach a new depth in the Labyrinth. These levels will look like a tower defense map but shown from a top down angle. It will be obvious because you will only have control of Astarion. Daedalus simply follows you around until you touch the campfire. It is here that Astarion can purchase new traps, health increases, more energy, and more! As you reach lower levels you gain access to other things 

The camp has a couple of different objects to interact with like the tent, the Imaginarium, the Lexicon, and others. The main tent is where you can spend experience to increase your damage capabilities, character speed, and maximum health. With experience, you can also increase your starting gold or unlock new actions between waves like rearming traps. The Imaginarium allows you to purchase traps that you can use within the labyrinth. It's important to note that anything purchased in the Imaginarium is done with gems. The Lexicon displays the scrolls you find throughout depth levels. It also serves as the general help section of the game where you can refresh your memory on the different enemy types you've encountered, devices you've unlocked, artifacts you've purchased, and dialog you have experienced. 


On certain levels, there will be some lost souls that stand on a raised dais next to a ghostly row boat. If you have Obols to spend, you can purchase an artifact that can help you in the Labyrinth. They have a couple of different items like duct tape and heavy armor. Should you choose not to spend the Obols, you will gain some experience instead. Although, something to note about the lost souls is that once you've made a decision to purchase an artifact or gain the experience, you cannot talk to them again. 

After you've purchased new traps, artifacts, and upgrades for Astarion, you can proceed to one of the Labyrinth doors. They will display how many waves you will encounter, what the unit composition is, the general size of the level, and the rewards you will receive. At first, you choose which of the levels you feel better suited to take on, but sometimes there will be a map that will show you some of the next challenges. 

It should be noted that there is no time limit while on the resting levels, and these floors can have other items to discover as you descend further in. At a certain level, the kid turns into an EPIC MINOTAUR. So there's that...


Labyrinth Areas

After you have chosen a door to go through, you will be placed in a preparation phase. You must kill everyone that enters the Labyrinth, or else Theseus wins and you have to start the Labyrinth again. 

Something to note: so long as you keep the option on, you will see the path that your enemies will take to reach your Lair, which looks a bit like a throne or altar. Once they reach this point, they will be able to track your location in the Labyrinth. If you remain out of sight, the enemies in early levels cannot detect your presence. 

Here is where Minos is quite a bit different from other tower defense games. You have to tab between Daedalus and Astarion to complete your objective. That said, Daedalus is merely the architect of the operation, where Astarion is the powerful demon who feeds on the blood of his enemies. When you are selected on Daedalus, you can add or remove any non-permanent walls. He is also the character you need to be on to get some traps and to purchase other items with gold. Upon starting a new Labyrinth level, you get three traps to place down. Any other tools you wish to use or have access to will be purchased through the shop using gold, or by another means that I will explain a little bit later.


It's important to know that you cannot completely block Astarion off from the enemies. There are items like an automatic door which will close after one person walks through it. Anyone on the other side of it will take actions to break down the door. Another thing to note is that Astarion begins with a certain amount of energy. In later levels, the energy can be used to break certain rocks. It can also be sacrificed to gain certain effects like healing yourself at the cost of one energy. Once the energy is spent during the preparation phase, Astarion will not be able to use any until it is replenished on the next preparation phase.

Once you have everything purchased and set up to your liking, you can press the button at the top of the screen which begins the turn. In this mode, Astarion is able to move, attack, or take limited actions like rearming traps if the ability is unlocked. The more enemies you kill with your hands or traps, the more blood you collect. And once the vase on the left is filled, you will be able to 'wish' for another trap to use on the next turn. So, while you may only begin with three traps, you can gain more depending on how effective you are at killing your foes.


Though, as you get further down in the Labyrinth, there are potential hazards and boons that you will encounter. On one level, there were mushrooms scattered throughout the map. Some of them were beneficial to Astarion while others were helpful to the opponents. You can use some of these boons to your advantage alongside the artifacts, ability increases, and traps purchased. 

Anyways, after a wave is complete, you will get another preparation phase where you will be able to move traps around, add or remove walls, and spend blood on additional traps - assuming you were successful in filling the vase. Then, after you've made your preparations for the next wave, you can begin the gauntlet once more.

This process is repeated until you have killed all of the thugs or you have met your maker. And if that happens, I don't know what to tell you. Get back up and try again!


Graphics and UI

Despite the fact that the game has a top down type of perspective which can make it challenging to see Astarion on the map, Minos is quite detailed. On each level there are small intricate elements that I absolutely adore. For example, the Labyrinth is riddled with a few bone piles, stone shelving, and groups of pottery. It is easy to distinguish the difference between the permanent walls and the removable ones. 

Traps can only be placed in specific locations which is obvious as they are metal panels on top of a dark grey stone tile. And if you purchase a lure trap, the statues are placed in different locations that are highlighted when you are going to place them down. 

Another cool graphics feature of Minos is the moving world around the levels. Unlike other games that feature a maze or labyrinth, the background graphics tend to be static images. However, in early levels of the game, I could physically see and hear other Labyrinth levels below the one I was on moving locations. I was awe stricken when I noticed the level of detail contained in the game, which is great to see.


The UI is fairly straightforward and minimalistic enough that it doesn't overtake your screen. Any currency, experience, and artifacts are all displayed at the top of your screen on a compact information bar. On the left of the screen are the character images of Daedalus and Astarion along with their health and energy levels. During a Labyrinth level, the trap selection and wall placement icons are displayed, allowing you to easily plan the thugs deaths. Although, it should be noted that if you place a trap in a bad spot, or you wish to change trap locations, you will have to click on the wall block and use it on the trap location which will return the object to your inventory. 

Final Thoughts

I have to say that after playing Minos for a while, I enjoy the game quite a lot. It has a bunch of features usually reserved for other genres and yet somehow each element seems well balanced and awesome, making the gaming experience dynamic enough to keep playing. Sure, one could say that tower defense games become repetitive over time, but with the sheer amount of options and upgrades, you could lose several hours. Ask me how I know! 

I love the attention to detail in the graphics and spectacular voice acting in Minos. Nothing makes me more happy than getting sidetracked because of some neat little inclusion that might not grab anyone else's attention. For example, there are points where you can see a group of rats just skittering around a block. If you walk through that block, the rats scatter and regroup elsewhere; they don't just disappear into hidden holes in the walls or the floors like in other games. 


All in all, I'd say that Minos is a solid entry in the tower defense/strategy genres. For some players the game might wear itself thin, but not before introducing you to a new perspective when it comes to the genre. It's an interesting game design, has well balanced features, and weirdly feeds into some morbid game loop that I enjoy. And for a little over $20, I think it's a worthwhile game to pick up. What's not to love about that?

Score: 8.5 out of 10

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Start Your Rock 'n Roll Tour in Shady O'Grady's Overnight Sensation on April 24

Austin, Texas – April, 2nd, 2026 | Turn up the volume!!

Shady O'Grady's™ Overnight Sensation is ready to hit the road and take the stage. The high-energy rock band roguelike deckbuilder launches in Early Access on April 24th, 2026, revealed today alongside a brand-new trailer.


From the developer behind the cult-favorite Rising Star 2, Overnight Sensation delivers an energetic, highly replayable take on band simulation, blending music, strategy, and momentum as players lead a rising rock band across the U.S., writing songs, building their deck, and clashing with rival bands one gig at a time.

The demo is already live on Steam and Steam codes are available on requests. The tour has started. Time to see if your band can make it.

ROCK ’N’ ROLL, NO FILLER

This is the fast lane version of band life. Quick decisions, loud shows, and no safety net.

Hit the road, build your deck, and throw down in high-stakes Battle of the Bands. Every run is a mix of strategy, instinct, and a bit of chaos where the right play can win the crowd, and the wrong one can crash your set.

Bigger venues, louder audiences, tougher rivals. Lose the gig? Get back in the van and try again. Every run is different. Every run is a story.


KEY FEATURES

  • A full-on rock ’n’ roll tour experience, baby!
  • Roguelike deckbuilding gameplay centered around live gigs
  • A wide variety of cards, items, and consumables to shape your performance
  • Take down venue bosses and earn your way to bigger stages
  • Procedurally generated runs that keep every tour fresh
  • 18 sub-genres of rock and metal powering the soundtrack

A NEW TAKE ON A BELOVED SERIES

Shady O'Grady's™ Overnight Sensation is a spinoff of the Rising Star franchise This time, the focus shifts to fast-paced tours, replayability, and sharp decision-making, delivering a more immediate, run-driven take on band simulation.



ABOUT GILLIGAMES

Gilligames is a studio behind five published games across multiple genres, including the critically acclaimed Shady Rising Star 2. Its newest project, Shady O'Grady's™ Overnight Sensation, is a roguelike deckbuilder, offering fast-paced, tour-focused band simulation with the rock-and-metal attitude fans expect.
Article by: Susan N.
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Cozy New Creature Collector Game Bobo Bay Launches on April 29th!

United States, April 2, 2026 | Bobo Bay, a relaxing and colorful island adventure brought to you by NewFutureKids, will officially launch on Steam on April 29th, 2026.


Blending exploration, creativity, and laid-back gameplay, Bobo Bay invites players to escape to a tropical world where they can train Bobos, partake in friendly (sometimes) competitions, and immerse themselves in a peaceful seaside experience. With its charming aesthetic and adorably retro design, the game offers a welcoming retreat for players seeking both relaxation and cuteness.

Key Features of Bobo Bay

  • Collect and raise a wide variety of unique Bobos
  • Compete in fun, lighthearted challenges and events
  • A vibrant island setting full of charm and personality
  • Relaxing, exploration-driven gameplay
  • Creative customization and trait-breeding elements
With its official release just weeks away, Bobo Bay is poised to deliver a refreshing indie experience with a retro, Chao Garden inspired twist, perfect for players looking to unwind, collect adorable creatures, and prove themselves competitively.

What is Bobo Bay?

Bobo Bay is a charming pet simulation and creature collecting game that combines creativity, strategy, and competition into an engaging blend of exploration and challenge. In the game, players collect, mash (breed), accessorize, and train adorable little creatures called Bobos - each with unique appearances, traits, and personalities - as they prepare to compete in races and other scheduled competitions across the world of Starling Isle.

At the heart of Bobo Bay is its deep customization system: Bobos come in thousands of combinations of body shapes, colors, patterns, eye styles, stats, and mood traits, allowing players to craft truly one-of-a-kind companions. Throughout their lifecycle, Bobos evolve from saplings into full-grown buds, and players may even unlock new opportunities to help them sprout into evolved forms with different features and competitive strengths.


Bobo Bay Aerial Town

The game’s world is richly detailed with a cute central town where players can explore shops for accessories, register new Bobos, visit the doctor, drop them off at camp, adopt from shelters, or buy snacks to enhance their performance. In addition to traditional races, players can tackle structured progression tracks called Sagas, complete a variety of Trials, and even challenge legendary Bobo Stars - special rivals that, if defeated, reward players with rare saplings of the same species.

Whether traversing serene environments in search of new Bobos or strategizing which traits and outfits will give them the edge in competition, Bobo Bay emphasizes player choice, community engagement, and replayability. Its cozy vibe, vibrant visuals, and blend of simulation and racing elements make it appealing to fans of both creature-collecting games and relaxed, creative worlds.

Where can I play Bobo Bay?

You can download the Bobo Bay Demo via Steam today, with full release scheduled for April 29th, 2026.

If you’re interested in staying in the loop on all things Bobo Bay and the plans for future content, everyone is invited to join the Official Discord server, where feedback and suggestions are always welcome!
Article by: Susan N.
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Volontes - Nintendo Switch Review

Volontes by developer and publisher LocaGamesNintendo Switch review written by Natasha with a copy provided by the publisher.

 
Estimated reading time: 5 minutes

Long long ago, high in the clouds, there existed a kingdom where no one ever seemed to get sick. The sun always shined and people lived surrounded by magic. They had the freedom to create and explore the many facets that this kingdom had to offer, without fear.

However... there was one thing they could never do...

They could never save their progress---!!!!!!


*Wakes up in a cool sweat, clutching my Switch* 

“Oh, thank heavens! It was all a dream.” I tell myself as I gently cradle my console. “I thought I was reliving my 3DS days. I'll never forgot the time where you couldn't save before a decision. So many handsome lives could've been saved with such a simple solution. So so many...”

~

From Farmer to Mage

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: she can see the dead, or silhouettes of those who once walked the earth. She has kept this secret even from her family, but her brothers and sisters adore her and the village people have shown her great kindness. Why scare anyone with something as silly as seeing the dead? Everything seems to be going great, until the knights of the kingdom run through your home, bringing the Shadowblight (a plague) with them. Killing everyone in the village, they continue to scream one thing “Find her!” Not wanting to get caught our heroine runs into the forest.

After nearly escaping death, our heroine finds herself being rescued by a mysterious man who came from a floating kingdom in the sky. Dazed and confused, she finds herself being healed by sorcerers who have started to claim her as the legendary Moon Witch. How does one wake up with magic running through their veins, without ever knowing...until now.

Now sporting her new life and status, it's up to her to prophesize the future of everyone around her. Will she be able to educate herself quickly or fall victim to a possible scheme?


A Magical Distillery of Men

A Mysterious Kingdom in the clouds must have some breathtaking bachelors in this newfound land. What's that? The Moon Witch is not allowed to love? Even with these tall glasses of MMmmmMmm? Superstitious traditions will not stop me! Bring on the LIs (Love Interests):


Oliver Paquet (VA: Kazuyuki Okitsu {Olympia Soiree, Piofiore, Jack Jeanne})

  • Fate Handler

  • Conniving Bastard

The mage who saved you from death. This long dark haired magician may seem like a hero, but he also seems to be hiding a lot of secrets. Perhaps he'll soften up with your daring personality? Besides, what could be more daring than spending time with someone you are forbidden to love?


Ismail (VA: Souma Yamato {First Otome Roll})

  • Doctor, Please! Kiss it Better?

  • Chick Magne

The practitioner to the royal family itself, this soft-spoken dark skinned dreamboat may just take you out for a lovely stroll around the kingdom. Since you are an outsider with the ability to see into the possible future, nothing screams “You can look, but don't touch” more than you. As a healer he has many patients, but it's not everyday he gets to study a Witch up close. You might be TOO tempting.


Emmanuel de Beaumont (VA: Yuichiro Umehara {Birushana, Jack Jeanne, Radiant Tale})

  • Alpha Vibes Galore

  • Loyal to a Fault

A noble man, with no magical properties, he makes up for his lack of magic by dedicating his time to domestic affairs within the kingdom. However he does not believe you are who people say you are. Trust is earned, not given and he wastes no time in making sure you know he's all business. A soft approach may not be the best tactic. Maybe he likes someone who can give him a challenge? Don't be afraid to stand your ground!


Melodie (VA: Tatsuhisa Suzuki {Uta no Prince, Diabolok Lovers, Lover Pretend})

  • Plays with your Heart Strings

  • a 'Sharp' Tongue... get it?

The palace bard, this minstrel also doubles as a knight. Hard to get along with he keeps everyone at a distance, yet his music alone draws you in. If he plays such beautiful pieces, maybe there is something beautiful inside? Considering you are the inspiration for the kingdoms current tale, you are the centre of most of his musical numbers. If that doesn't scream ROMANCE then what does?


Feels Like a Classic

Funny enough, the feeling I get when I play Volontes reminds me of my days playing Hakuoki and Even if Tempest. The deep story telling, the simple backgrounds and soundtrack, and very little notification on whether or not you're romancing your LI. This makes the game more challenging for those who don't like to feel like the game is holding your hands and saying “Go this way, it's much more rewarding!”

Speaking of similarities to other games, the soundtrack strangely reminded me of a Fire Emblem game. Not sure if it's just me, but I get strong medieval kingdom vibes. Volontes also puts the pressure on since one wrong move will give you a game over. Being a very squishy heroine means you get killed easily, so saving multiple times is highly recommended.



In a Kingdom Far Far Away in the Sky

To conclude, Volontes is an Otome game that sticks to old play styles and gives the player a rich and vibrant story about kingdoms, magic, witches and forbidden romance. Volontes makes sure to keep you on your toes in choosing the right decision or else you may be greeted by death's sweet embrace. Preferably I'd like a man, but to each their own. The headmistress of the college of magic would like to grade you on your performance. A solid 7.5 out of 10. Study harder and you may reach top scores one day. Maybe being a Witch isn't so bad after all.

~

“Alright, seems like the story is about to take a turn for the worse. Better make sure I save---”

[Error] Cartridge is not sitting properly in the system. Please, reconnect.

[Error] Progress lost.

“No...”

“NOOOOOOOOOOOOOOOOOOOOO!”




Score: 7.5 / 10
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Indie Studio Team Vultures Launching Scavangers of Death on Steam This Month

March 31, 2026 | Colombian 2-people indie studio Team Vultures and publisher Firesquid Games are proud to announce that, after 4 years in development, their tactical turn-based survival horror Vultures - Scavengers of Death, will launch on Steam this April 28. Inspired by PS1 era classics like Resident Evil and the Parasite Eve series, the game puts you in the shoes of two agents, each with their own combat styles and customize their load out before entering a mission. Once inside, choose your tactics carefully. You may not want to engage in every battle, sneaking can be a viable option but when you do engage, you must rely on your tactical training in turn-based combat. Aim for vital spots or disable opponents to slow them down. Use any method to get out alive with the target.


"Somehow it managed to not just meet, but exceed the unrealistic expectations of the Resident Evil-meets-tactics spin-off I’ve dreamed of for almost 30 years is almost too good to be true, and like-minded genre fans should run, not sneak, to check it out as soon as humanly possible." - Matt Karoglou, Cheat Code Central

Choose your agent to jump into survive and extract the target missions:

Leopoldo - A disciplined operative, guided by an unbreakable sense of duty and a strict personal code of justice. With his strength and ingenuity; move, push and jump over objects to control the environment.

Amber - A tactical operative characterized by her analytical intelligence, agility, and ability to make precise decisions under pressure. Use her grappling gun to traverse the environment and control the position of enemies.

Choose your tactics carefully - Resources are limited with unknowns around every corner. Sneak, disengage and prioritize your approach to every turn-based battle. Extracting with the target is your ultimate goal - Get out alive using every tool and method at your disposal.


Scavenge a Ruined City

The city is full of information left behind after the infection. Piece together a path to the cure by extracting relics, notes and items from various locations, each with their own obstacles. Survive along the way by scavenging for any tools that can aid you, keys to unlock your way and new weapons to expand your skills.

Turn-Based Classic Survival Horror

Inspired by some of the most foundational Survival Horror franchises like Resident Evil; Vultures embraces a retro PS1 aesthetic and mechanics that lead to a tense, horror filled exploration. Isolated as a single agent in the dark halls of the city, every choice could lead to a successful mission or death.

Players will find the following gameplay elements:

  • Weapons - From pistols to rifles and knives to katana, find a variety of weapons to build out your arsenal.
  • Resources - Ammo and health packs are limited but vital to your survival.
  • Keys, codes and clues - Even doors and dying technology will be obstacles on the path to your target. Explore thoroughly to find everything you need to gain access.


Salento Valley - Ground Zero

A once bustling metropolis, Salento Valley now lies as a desolate battleground in the wake of a bio-hazard disaster. As a VULTURES operative, you will face increasingly challenging odds as you make your way through the city's ruins. Horrifying mutants and abominations lay in wait for fresh blood like you.

About Vultures Team

Mateo and Giovanni are a pair of friends and colleagues who have been creating games and software together for over 9 years. They stand out for crafting experimental mechanics and embracing a retro and unconventional artistic style. Occasionally, their games incorporate touches of social and political critique, often questioning consumer society and rampant capitalism.

About Firesquid

Firesquid is a developer-focused publisher helping teams realize their vision. We form deep and trust-based relationships with our partners. Firesquid aims to create a catalog of strategy titles that modernize and revisit the genre while delighting our players the world over.
Article by: Susan N.
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John Carpenter's Toxic Commando - PC Review

John Carpenter's Toxic Commando developed by Saber Interactive and published by Focus EntertainmentPC (Steam) review by Mike with a copy provided by the publisher.

Estimated reading time: 5 minutes   


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. There have been many acclaimed successors of the Left 4 Dead style that are 4-player action survival games like Dead Island, World War Z, and a slew of others, but this title brings a new kind of meat to the genre.

John Carpenter, in collaboration with Focus Entertainment and developer Saber Interactive, worked on the game's story and composed its musical score. The story begins with the tale of four mercenaries tasked with delivering cargo into a undisclosed location. The job is simple and straightforward until the payload is compromised and the soldiers are infected with a incurable parasite.

A scientific experiment meant to harness the energy of the Earth's core goes wrong and accidentally releases an entity called the Sludge God. Soon it begins to turn the soil into scum and mankind into zombies. However, the scientists behind the experiment come up with a plan to stop the Sludge God. You and your teammates are the primary keystone to preventing the end of the world and all humanity.

The man you are working for, and who saved your life, is Leon. He runs experiments in the containment zones and is the one man who kept you and your team alive. After fixing a life support vest for each mercenary, they proceed forward, benefiting from the super power side effects as result of the infection coursing through their bodies.

The whole presentation, music, and controls land in such a beautiful mixture of positive action soaked mayhem that it is easy to become overwhelmed when playing solo against the masses of undead that rise from what they call "The Sludge".

The dialog feels like something straight out of a blockbuster action film with playful dialog that pushes the player towards key goals and progression forwards. Although, I noticed repeated dialog if I wandered off to explore the hidden corners of the maps, many of which were futuristic, and the main player hub's model work was polished and impressive. I spent countless moments admiring the scenery and atmosphere before realizing I was in the midst of a game, and not just sight seeing. In the player hub are mini games that keep gamers busy amid mission changes and loadout modifications. While in the hub, the music is right on point. Even when driving through hoards of undead or scouring the remains of locations for supplies, the music is perfect.

Snappy controls and rapid response times in player actions makes the gameplay feel polished and refined ensuring a complete delivered product in its game genre, as this title can be played solo, or with three friends taking over the roles of four mercenaries.

The swarms and waves of undead flood the battlefield as players unleash a full arsenal of grenades, fully automatic SMG's, and additional secondary weapons that can be found or unlocked in the world  during missions by using gear points or are hidden around the environment. 

The driving mechanics are reminiscent of Mud runner and Snow runner series' as the vehicles carry weight and impact damage depending on the vehicle type you find and/or use. A police cruiser will slide swiftly around tight corners and catch grip on surfaces to indicate its acceleration and speed. The pickup truck will be slower on the acceleration, but can tread through deeper Sludge. It sports a front end winch hook to easily drag the vehicle through rough terrain and has a mounted LMG in the bed of the truck to defend it from the masses. These details make the vehicle mechanics just feel "right."

The Star characters consist of four individuals: Astrid Xu, Walter Irons, Ruby Pelicano, and Cato Arman, each have their own personalities and skill trees. The points accumulated from missions contribute towards a wide range of power ups that aid the player in the progression through the story and different maps. Additionally, the vehicles that you find also have unique perks and power ups that the player will utilize, and oftentimes rely on, to get through swarms of the undead scourge.

I'm hesitant to mention the repeating dialogue when prompted or prodded to continue on, because mentioning it during missions has oftentimes prompted negativity from the public. Though, I hope that the dev team might consider a delay or more randomization of dialog. In hindsight, compared to the action and adventure of scurrying through these maps in a desperate attempt to complete objectives dwarfs any small amount of chatter the NPC's may have, and that keeps the player focused on the action.

It's a definite must grab for any group of players or streamers looking for driving destruction, mayhem, and madness. And of course, the satisfaction of laying waste to swarms of zombies is fun! If this were a Hollywood summer blockbuster, I would be adding it to my collection and watching it over and over. It harkens back to a memory of early Left 4 Dead days, when playing online with a few friends, trying our best to survive and having a blast.

Score: 9 / 10

 

 

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Step into the Demo World of Revenge of the Firstborn on Steam Now!

Minnesota, U.S.A. March 2026 | The story-rich, tactical turn-based RPG based on the classic 3.5 SRD ruleset, Revenge of the Firstborn, is inviting players to step into its world for the first time with a brand new playable demo launching on April 2nd and is participating in Steam's Dark Dungeon Days event.


Step into an isolated story within the world of Revenge of the Firstborn specifically made for the demo. Create and build your party however you want by immediately starting at level 5. Work with a hidden society called the Lorekeepers, who are hunting for knowledge of a deadly vampire hoarding ancient documents, some of which contain never-before-seen lore regarding the mythical, elusive Firstborn. 

Explore an expansive outdoor area, complete with a river and lake to swim in and mountains to climb. Delve deep into a dark, dangerous dungeon in search of the vampire while fighting enemies, dodging traps, and lighting a way through the darkness to slay this powerful foe and claim the lore awaiting you.

The Demo Features:

  • A large, explorable outdoor environment, including rivers and lakes that can be swum across, and mountains that can be climbed
  • A dangerous dungeon crawl, where players must outmaneuver and confront the vampire guarding the ancient documents
  • A unique boss encounter exclusive to the demo
  • Core gameplay systems including dialogue, combat, party creation, and progression
  • Designed to be a standalone experience, the demo provides a focused glimpse into the world of Revenge of the Firstborn while highlighting the depth and systems players can expect in the full game.

Players interested in story-rich adventures, meaningful exploration, and tactical party-based combat can wishlist and play the demo starting April 2nd on Steam.


Please Note: 

  • Some content in this demo may vary from the final game.
  • The demo’s story is not directly connected to the main story in the final game. Your save file in the demo build will not affect your save file in the final game.

About Revenge of the Firstborn

Revenge of the Firstborn is a story-rich RPG based on the classic 3.5 SRD ruleset that blends narrative-driven exploration with strategic combat and deep party customization. Set in a world shaped by ancient curses and forgotten histories, players will uncover hidden truths while forging their path through danger and mystery. 
Article by: Susan N.
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Veterans of Insomniac Games and Series Sam Double D XXL Release Sci-Fi Action Platformer!

Charlestown, United States – March 30, 2026 | Awarded indie game developer Mommy's Best Games, led by veteran ex-Insomniac Games and Serious Sam Double D XXL developer Nathan Fouts, is excited to announce the that its new brutal 80’s sci-fi action platformer ChainStaff will release this April 8 in the Americas and Europe for Nintendo Switch and PS4/PS5, and also worldwide on Xbox One/X. 


In ChainStaff, you are a mutant with an alien attached to your head ready to master your transforming spear and grappling hook, blazing weapon upgrades. With the rocking soundtrack of Broforce composer Deon van Herrden, players will swing, shoot, and spear their way through hordes of evil monsters and bone-shaking boss fights, and get this thing off your head!

"Hello all you thrill-seekers, my next game has such a unique weapon that I wanted to give you a leg up on the action. The ChainStaff is a truly multi-useful weapon and it's all controlled with mainly just a single button. There are no context-menus to select, there is no "build the bridge" button it's always just the ChainStaff and your own mind and ingenuity. In this tips and tricks video I wanted to give you some examples of how you might use the ChainStaff, on April 8th when the game releases on all platforms, to fight against all the insane aliens that the evil Star Spores have created when they invaded.” - Nathan Fouts, Director and game designer.

Key Features

  • Master the ChainStaff: a transforming grappling hook that can turn into a spear, shield and more.
  • Grotesque Upgrades: Do you rescue your fallen friends, or turn more alien by eating their organs? Each decision unlocks upgrades on two different tech trees.
  • 10 Wild Levels: Each level is like a classic rock album cover come to life.
  • Transforming Aliens: Each massive boss presents a new way to think about how to use the ChainStaff. Will you break their teeth apart, or pry open their gigantic jaws?
  • 4-6 Hour Adventure: A tight, hand-crafted adventure with 3 unique endings and the ability to play New Game+ and continue again with all your upgrades.
  • Killer Soundtrack: Rock out to the classic metal soundtrack by the award-winning composer Deon van Heerden of Broforce and Warhammer 40k: Shootas Blood & Teef soundtrack fame.

Master the ChainStaff

Hurl it as a spear and slice aliens in half. Throw it to the ground as a shield to stop incoming attacks. Grapple and swing on just about anything. The transforming ChainStaff does all this and more, and all with one button, it’s all up to you.

Every creature in the world of ChainStaff has been mutated by the invading Star Spores. And each one creates its own challenge and own special way to be taken down by the player with the ChainStaff.


Grotesque Upgrades

Stranded soldiers dot the landscape of ChainStaff. You have to choose whether to rescue them or devour their organs; each option has unique benefits and will lead to different endings.

Switch and Xbox Pre-Order

The Nintendo Switch pre-order is now open for the Americas, here on the North American store, and soon on the European store. 

The Xbox One version is available for pre-order now as well, with worldwide availability.

Chat ’Em Up

Join the Mommy’s Best Games Discord to get all the news on ChainStaff, upcoming MBG games and sales, and to discuss other run and gun games. Shmup players, retro enthusiasts and game developers are there now talking about the details of many classic shooters.

Store Links



About Mommy’s Best Games

Mommy's Best Games, Inc. is a boutique video game developer founded in 2007 by industry veteran Nathan Fouts, who previously worked at Insomniac Games on titles like Resistance: Fall of Man and Ratchet & Clank: Tools of Mass Destruction, later on he worked on Postal 2. All of their games add wild gameplay to classic action genres. They have created hits such as Pig Eat Ball, Serious Sam Double D XXL, Shoot 1UP, Game Type, Explosionade, and Weapon of Choice.

About Super Soul

Super Soul is an independent video game developer founded in 2010 Lexington KY and run by studio head John Meister. Developer of recent titles such as Kentucky Dash, and responsible for porting Pig Eat Ball, Shoot 1UP DX, Explosionade DX, Weapon of Choice DX and now ChainStaff to Switch, PS4, and Xbox One, Super Soul has established themselves as a leader in Unity game development.
Article by: Susan N.
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Soulmask - PC Review

Soulmask by developer CampFire Studio and published by QoolandPC (Steam) review written by Hayden T. with a purchased copy.

Estimated reading time: 9 minutes


Soulmask enters the increasingly crowded world of multiplayer-capable survival crafting games with a launch that has bundled its first DLC pack as a free download for anyone buying it within the first month. Featuring some striking Egyptian-style graphics, the ‘Shifting Sands’ DLC is currently the face of the game, and it really makes it stand out visually. Whether or not it lives up to that promise, however, is very much down to how individual players weigh the balance between graphics, gameplay, NPC performance and the accessibility of game mechanics for themselves.

Graphically, both Soulmask’s original Cloud Mist Rainforest and their new Shifting Sands desert biomes are gorgeous. From an initial introduction where the player gets the eponymous Soulmask (a device granting incredible abilities under a layer of lost-technology lore) through exploration, base building and combat, there are very few elements that aren’t presented in excellent detail. In this area, the only flaw that can be pointed to is one that plagues many games with free-form player building placement - ground clutter and sloped surfaces can sometimes clip through the floors and foundations that the player lays down. If I had to choose between visual clutter-clipping and an overly picky system focused on avoiding ground collisions at all costs however, I’m fairly sure most base-building players would join me in accepting the clutter in order to fit structures where we want.

Gameplay in Soulmask is supported by interlinked branches of base-building/resource exploitation, NPC tribe member utilization, and a multi-level unlockable tree of abilities and power-ups to the player’s Mask. At the root of each of these, however, is a fluid feeling over-the-shoulder combat system, filled with combat maneuvers and weapon strikes that flow seamlessly from one to the next. As a single person close combat simulator, Soulmask holds its own, and from the player perspective everything looks really good. When you get multiple players involved, or NPC vs NPC combat happening, however, the spacing between characters can look odd. The way that some NPCs laser-focus on a single target regardless of being flanked or attacked by multiple opponents draws a clear line between human awareness and game-controlled NPCs.

NPCs are both one of Soulmask’s strengths and one of its two major weak points. Having the ability to rally large numbers of NPCs to the player’s tribe to perform tasks and defend the base is great. Having the ability to have a core cadre of chosen NPCs accompany the player as they explore is also great. Having NPCs that the player has assigned to production tasks walk into the corner of a room and stand there like they’ve been put in a time-out is not. In many cases, it seems like removing the door from the doorframe cleared their pathing, but when you follow your friendly NPCs around their chores you start to see something else odd - an unsettling, uncanny valley wrongness as they run. It seems to stem from the intersection of ‘fairness’ and customization, particularly when a character model is on the very short or very tall end of the height scale, and then tries to run. The running animation appears to cycle at the same speed regardless of character size, and characters traverse through the world while running at the same speed regardless of character size. Fair, when you’re not trying to penalize the player for their character choices. Unfortunately, this means that a small character is moving forward faster than their gait would allow as if they were gliding, and large characters look like they are running on a slippery surface without proper purchase! As with many visual oddities, once you see it, it is hard to unsee.

The crafting and production mechanics in Soulmask are extremely detailed, and once again this is both a strength and a weakness. The majority of basic items can be crafted by the player’s character directly from their backpack, while more advanced items require crafting tables to create. Nothing unusual for the genre there, pretty straightforward. Soulmask then lets you assign production tasks at various crafting tables, and assign an NPC to a crafting table to complete those tasks - either as a one-time, repeated (on basis of time passed) or maintain-stockpile setting. Again, a common enough trope in the survival crafting genre at this point. Soulmask takes this further than some others in requiring each subcomponent to be explicitly queued for production. However, for example, a stone tool might require you to first have a stockpile of rope to craft it, and an NPC told to craft the tool will not automatically craft the rope on their own. Having been spending time in other contemporary survival crafting games like Aska, this felt a bit punishing or ‘dumb’ for the NPCs at first, but is really just a deliberate style choice that players will adapt to. Where this breaks down, however, is in the way crafting queues work in Soulmask. Imagine if you will, that you have set up a crafting station to maintain the following stockpiles:
  • 1 shirt
  • 1 set of pants
  • 1 pair of boots
The order here matters. Instead of all jobs being active and the order treated like priority, only the top job in the queue is active - the lower ones are blocked. For our job setup, this means that as long as everyone still has a shirt, our NPC will never replace everyone’s missing pants or boots. Worse yet, once the NPC has fulfilled a stockpile request, it drops to the bottom of the list, so now they may end up crafting one set of pants and boots before getting stuck on shirts again! This isn't clearly communicated to the player either, you just have to learn this through observation.

Once you start to look at the stockpile queuing system and the explicit-subcomponent crafting decisions together though, you realize the solution: endless duplication of the same type of crafting table, each with only one item queued up. While one NPC can monitor multiple stations, this creates a huge resource sink for players, adding to a feeling of the progression curve being more cliff than slope when trying to learn the game.

This brings me to the other half of Soulmask’s weakness - a lack of communication with the player. I make no apologies for being a long time builder/crafter player, and I have forgiven games for having some extremely convoluted systems over the years - when they tell me what is going on. Soulmask doesn’t. A perfect example of this is that Soulmask tells you that to farm, you need to place a granary, a farm field, and assign a worker. It does not, however, tell you that you also need:
  •  A Grinder to make seeds, and additional Grinders for each type of seed you need to keep a stock of;
  •  A Pottery bench to craft water tanks so your farmer can irrigate the fields;
  •  A Butcher’s table set up to provide bone (that needs to go to an additional Grinder to keep stock on bone meal);
  • Two (or more) separate fertilizer production vats for compost and the actual fertilizer(s) you want to use.
  • An Outhouse (or animal pen, which you can’t sustain without the farm for feed) for manure to make the compost recipe
  • A third (or fourth, fifth, sixth, etc) Grinder to process each type of nut or food beyond potatoes you grow
….and that has only gotten you the ingredient from the farm and not yet touched on what you need to support turning that into either animal feed or actual food for your NPC tribespeople.

Essentially, there is no place in the game that I’ve been able to find in a dozen hours of play that actually shows you what a given production chain requires. More critically, at least in the first dozen hours of playtime, you won’t find production or consumption statistics, and while charts of stockpiled item quantities exist they are never introduced or referenced in tutorials. In fact, to get to these you have to go into the ESC-menu (where one only expects things like save, load, settings, quit, etc.) to find it - it is gated off from other bits of in-game material. This can leave the player feeling ill-equipped to try to manage a workforce that can grow towards 100 or more individuals depending on your game settings.

The end result of this is that the crafting and worker management portion of Soulmask can feel like it has an extremely steep learning curve for new players. Will it feel as bad on your second playthrough? Probably not, since you’ve learned these things already. Will it be frustrating for new players the first time out when you’re trying to understand why your tribe is starving with hundreds of raw meat available to be cooked (something something grilled locusts waiting at the top of the crafting queue…)? Absolutely.

That all sounds pretty negative if you’re looking to hop into the game, but the outlook isn’t all doom and gloom here. The Soulmask team has posted publicly on Steam that they are aware of the negative feedback on parts of the game, and have committed to improving both UI elements and the new player experience. If that happens, most of the negatives highlighted in the previous paragraphs could go away - that's if that happens. Whether or not you have faith in a first-time studio putting the time and resources into fixing their flagship product is a very personal calculation, but I still hold out hope for more of a ‘No Man's Sky’ redemption arc than the cold corporate ‘launch it and move the resources to the next project’ death of another promising game.

All together, Soulmask is a graphically gorgeous game, with fairly solid PVE combat mechanics. It also has an extremely steep learning curve on its crafting aspects that isn’t helped tremendously by the available in-game resources, and a crafting system that seems designed to turn player bases into sprawling halls of duplicated crafting stations. It's also quite fun to play, and the issues that it has right now at its 1.0 launch could absolutely be alleviated by adding tool tips and help pages that don’t require any changes to its mechanics or balance. If you’re a fan of Egyptian-themed games, grab it now during its first month to pick up the Shifting Sands DLC for free. If you’re more of a manager-style player, maybe give this one a few weeks to see if it can polish out some of the rough spots before plunging in.

Score: 8.0 / 10


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