• Gobliiins Collection - Switch Review

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  • Volontes - Nintendo Switch Review

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    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.

  • House Flipper Remastered Collection - PC Review

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  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

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Shape the Land with Your Friends the Luminids Coming to PC in 2027

July 2026 - Cambridge, UK | Let's talk about the 2027 upcoming game titled Luminids. It is about shaping land and guiding tiny beings called Luminids as they gather, build, grow, and react to the world around them. You plan from above, then step into first person and walk through the settlement you built with them.


The angle is simple: a calm, no-combat colony sim that feels less like managing a grid and more like visiting a living little world of emergent beings. A love letter to Creatures and Sonic Chao meets Minecraft. 🙂
Luminids is very close to my heart - it's about wellness, stillness and a chance to help the world slow down a bit. A real labour of love! - Nick, Luminids Founder and Developer

Detailed Description

Luminids blends colony simulation, world-building, and exploration into a calmer kind of sandbox. You shape the land, place structures, and guide a colony of small creatures with their own needs, routines, and personalities. As the settlement grows, the world starts to feel like a place you are making with them rather than just a system you are managing.

Its clearest twist is the change in perspective. You can plan from above, then step into first person to walk through the same spaces at ground level. That shift turns the colony from an abstract layout into somewhere you can actually visit. Luminids is designed as a cozy sandbox with no combat and no fail states, with the focus on building, exploration, and watching the world settle into shape.


Key Features

  • Creature-Driven Colony Simulation
    • Guide a colony of small creatures as they gather, build, rest, and grow in the world around them.
  • Build From Above, Explore Up Close
    • Plan your settlement from an isometric view, then step into first person and walk through it yourself.
  • Shape the Land
    • The world is not just a backdrop. You change the terrain your colony lives in and builds on.
  • Living Biomes
    • Build across distinct environments, from greener open spaces to harsher and more dramatic landscapes.
  • Calm Creative Sandbox
    • Luminids is about building, exploration, and observation, not combat or pressure.
  • No Combat, No Fail States
    • The game is designed to feel open, calm, and welcoming from the first build onward.


Useful links:


Article by: Susan N.
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The Stanley Parable - Retro Reflections

The Stanley Parable by developer Galactic Cafe and publishers Galactic Cafe, Kiel SoftwarePC retro reflection written by Hamza.

Estimated reading time: 5 minutes



This game tells the story of Employee 427: a seemingly nondescript 9-to-5 office worker consigned to pushing random buttons in a small room at an office that is disturbingly labyrinthine, infinitely complex, and seemingly multiversal. One day, Employee 427 wakes up from his thankless job only to find all of his co-workers missing. Even his boss is gone, as he shortly discovers. He is then thrown into a series of surreal encounters of Kafkaesque and Orwellian proportions. This is the story of a man named Stanley.

Choice. Free will. Determinism. Control. Destiny. These are the topics that have befuddled mankind since Day 1 of our blue marble's history. When man learned to make music, he populated these curiosities alongside treble and bass clefs. When man learned the art of film, he made countless movies arguing and debating these conundrums; and when man learned how to push pixels around, he started to push these issues along with them, too. These topics, as well as more moral and philosophical themes, are continuously being tackled by contemporary games—the Modern Warfare arc of Call of Duty are good examples of this, as are the Army of Two and 3D Grand Theft Auto.

2011's The Stanley Parable is not a second coming so much as a satirical look into the concept and psychology of video games—though it does possess an identical layer of intricate, compelling narrative. This is a game that breaks the fourth wall more than Deadpool and confuses and confounds the player more than Face/Off and The Usual Suspects combined. By the end of a single playthrough, your perception of what is real and what is not will be forever shattered.


Played from a first-person perspective, The Stanley Parable starts with the titular character finding himself suddenly all alone in his workplace. His extraordinary, multi-faceted journeys begin from his room: 427. Every time a possible ending is reached, or when the Narrator resets the game, the player is transported right back to this room. Although it seems like a normal office building, it is gradually revealed to be alien in nature—possibly a puppet theater prop for a deep-shadow conspiracy. Or is it? Is it really linked to a parallel universe? Is Stanley such a vivid daydreamer and fantasist that everything is literally coming true for him? Or is the ubiquitous and acerbic Narrator (who may or may not be Stanley's boss, or—gasp—Stanley himself!) some sort of Silent Hill-esque personification tormenting the mute protagonist?

These theories, crazy as they sound, are both true and untrue. You see, this game has multiple, non-linear endings, and they can be unlocked in any order. A few of them end on a positive (albeit somewhat ambiguous) note, while others are less than happy. One possible ending will literally drive you insane, requiring you to save a cardboard cutout image of a baby and a puppy from a real fire for four straight hours. I could not make this up if I tried. If you somehow manage to accomplish that (may God rest your soul), you get an "I love you" message that I am pretty sure you will leave unread, as your mind will probably have melted like a fried egg by then!


The true beauty of The Stanley Parable, however, lies in the excellent narration by Kevan Brighting. They say anything uttered in an English accent becomes important in tone and automatically more believable than a news headline reading "Scientists have discovered..."—and here, this maxim has never been truer. Mr. Brighting's exceptionally brilliant voice carries just the right amount of cold sarcasm and mentor-like warmth. He is both your guiding ally and a slightly cruel observer who taunts you. In short, the relationship between Stanley (and, by extension, you) and the Narrator works like that of a test subject and an analyst in some grand psychological experiment. Beyond this, the narration is truly impeccable. Everything—from a small quip to a minute-long monologue—is fantastic to listen to. Standing in one place for an extended period just to hear a well-delivered line of sarcasm is worth every single second of being idle.

Before I played The Stanley Parable, I had always thought of it as a puzzle game. I was expecting complex, esoteric puzzles—you know, brain-twisting stuff. Funnily enough, for a clever title with smart commentary and intelligent design, this game contains absolutely no puzzles, nor any Half-Life 2-type interactive actions like pulling switches or connecting wires. Well, it does have you pushing buttons, but not in the same context, and definitely not with a puzzle design in mind. Seeing how the game turned out, I am rather glad it has no puzzles.

The production value is also impressive. I played the HD version, and I have to say: it is among the most attractive-looking games I've had the pixel-pleasure of experiencing on the PC. The office looks simply gorgeous, with the boss's room full of sexy glamour. The chamber full of TV screens is breathtaking, instantly reminding you of Cerebro from the X-Men films. In fact, virtually every accessible area drips with gorgeousness like oil from a frying pan. The museum is not just the highlight of the game, but one of those rare places in a video game that I desperately want to visit, if only for the architecture. It is simply too beautiful to describe in simple words, so I will just say what reviewers like to say most: "experience it for yourself," and leave it at that. You just have to turn left at the "Escape" sign. Easy.


In conclusion, The Stanley Parable is one of those rare games that you always hear about but seldom encounter. It is one of those experiences that forbids you from playing other games for a long, long time because of its addictive and demanding quality. It is a game that will stay with you forever. It rubs its magic on you—the rare kind. And anytime you should encounter a set of two doors, the prospect of taking the right one will be very compelling. Even if it means coming home to a mannequin that sounds like your significant other. 




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Planet Crafter Available Now on PlayStation and Xbox Series X|S!

We are happy to announce that Planet Crafter is available on XBOX Series X|S with XBOX Game Pass and PS5!


For now, the game is not cross platform. So you will only be able to play with friends within the same ecosystem.

At the same time, we are working hard on the next free update, a new moon called "Skeo", that should be available in September!

🥰 Support the studio 🥰

Remember that there's a lot you can do if you like what Brice,
our small team & I are doing: 
  • Leave a review on XBOX store, and PS5 store
  • Leave a review on Steam, it helps a lot
  • Ask your favorite streamers to try the game
  • Try or review the Humble DLC or Toxicity DLC
  • Follow us on Steam, Youtube, Reddit and X (Twitter)
  • Buy the Planet Crafter Soundtrack
  • Talk about Planet Crafter to your friends and on social media!

Take care and good terraforming!
Thank you for your support!
Amelie.

Preview Image of Skeo
Preview Image of the New Planet Skeo Releasing in September


Article by: Susan N.
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Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection - PS5 Review

 
Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection by developer and publisher Inti Creates Co. LTDSony PlayStation 5 review written by Richard with a copy provided by the publisher.

Estimated Reading Time: 8 minutes.

Are you ready for the package deal for the Azure Striker spin-offs before the third title in the spinoff series drops? Do you love the Megaman X games but want something fresh and musical? Do you wanna feel totally inadequate when you get a crappy score rating after beating what you thought was a tough fight? Well, look no further than Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection.

If you aren’t familiar with the Gunvolt series of games, I’ll tell you right now you’re probably going to be rather confused by the first game in this package deal, and while I totally recommend playing the first two Gunvolt games, they aren’t, strictly speaking, required before going into Luminous Avenger iX. So, what does Luminous Avenger entail? Well, you take on the role of Copen, a researcher turned vigilante fighting against the Sumeragi Institute, a group that has some rather negative history with Copen. Together with his AI partner Lola, he aims to take on Sumeragi. Well, at least in the first game. In the second he is involved in a portal that sucks him into another world and he’s trying to escape.

Both Luminous Avenger iX 1 and 2 behave rather similarly, although they do have a few key differences. Both games involve a 2D side-scrolling adventure through different stages culminating in a boss fight. Making your way though a stage you have a midair dash, a lock-on mechanism to fire homing shots at enemies, different weapons you can earn from bosses, and various upgrades you can purchase if you earn enough currency. You will be making your way through stages by dashing over pits, defeating enemies in your way, and interacting with the environment such as pushing blocks or destroying walls. Each stage culminates in a boss fight where the boss is generally weak to a special weapon earned from another boss.

Stages also have bonus emblems to collect that you may have to replay a stage once you have a new special weapon, and collecting them all may reward you with another special something! In addition to the bonus emblems, you are also scored based on your performance. There are some slight differences between the two games, but for the most part defeating enemies and not getting hit are the keys to getting good scores. In the first title, getting hit too much when not on the easiest difficulty will get rid of your score, called Kudos. There are also checkpoints which record your current score to add to your total that can’t be removed. Getting a piece of a bonus emblem also nets you a decent score. If your score hits 1000, you enter an overdrive mode where your abilities are enhanced. Losing your score gets rid of this overdrive mode. In the second game you are given a healing ability which also cashes out your score when used.

Largely speaking, the Gunvolt games, Luminous Avenger iX titles inclusive, are an interesting take on the traditional Megaman format. There are lots of abilities to help newer players or those struggling, such as the prevasion system in iX1 that negates damage in exchange for two bullits which you can reload, or the healing system in iX2 since the bullits are done away with. That being the case, if you rely on those too heavily your score will be poor. While getting a good score isn’t necessarily required, it does actually present a lot of benefits in the form of overdrive. As mentioned earlier, upon hitting 1000 Kudos Lola will get a new form to join you, singing to buff Copen but losing this mode upon losing score. Playing well lets you keep this mode activated and can make boss fights or even stage completion a lot easier.

If you can’t keep a good score, no need to worry. While I wouldn’t say I’m particularly bad at this style of game, I definitely wouldn’t say I’m the best. I scraped by most stages with an adequate to poor rating most of the time, and still managed to clear almost all of the content provided, barring one bonus stage and DLC fight from iX1 and the endless battle mode from iX2. Clearing the iX2 unlockable mode was certainly rough, and while you do have an assist mode you can activate it that doesn’t decrease the difficulty, just increases survivability, so any content you want to do is relatively well manageable. As an additional deal, sometimes when you die Lola will resurrect you with Anthem mode, so a death isn’t always the end, although it is a little random when it happens.

On the subject of content I didn’t clear, let’s talk about the DLC fights and endless battle mode. The DLC fights are bonuses that were DLC in the originally released games included in the Dual Collection to start. You can basically do those fights right from the start after the tutorial stage, and iX2’s bonus fights will give you some new abilities you can toggle on or off while iX1’s bonus fight will make you cry. The iX2 fights are pretty fun though. In terms of the endless battle mode, it’s basically just a sort of boss roulette that keeps going until you quit or die. Chances are if you’ve cleared the extra stages in either game these won’t be particularly difficult if you go for free play. The restricted mode may be a little more challenging.

So, let’s discuss some of the differences between iX1 and iX2. First up, in iX1 you can midair dash as long as you had bullits. In iX2 there are no bullets, and you can only midair dash once as long as you aren’t in overdrive. Also in iX2, your default blaster attack has been replaced with a melee buzzsaw, which is certainly a choice I wouldn’t have made. It was cool for a little while, but it quickly got a little annoying. In addition a ground-based dash doesn’t lock on to enemies unlike in iX1, so you have to jump and dash into enemies a lot, which also tends to eat any other dashes since you can’t chain them unless you’re in overdrive mode. Both modes have the same point requirement for overdrive and general gameplay for the most part.

Both titles share in an art and sound direction, featuring some interesting locations to explore and a number of songs that Lola can sing when you enter overdrive mode. The songs are catchy, the graphics are retro but not bad retro, and the background music is pretty good. The gameplay is a fun mix of accessible for newer players but still allowing for the more veteran players of the genre to have fun with advanced challenges and score missions. So, should you get the Luminous Avenger iX1+2 Dual Collection? Well, if you’ve played Gunvolt and want to play Luminous Avenger iX, have played iX1 and not iX2, or want a megaman X style game with very little world building or story explanation, I’d definitely say give it a shot. Those who already own both titles probably won't find much different enough to warrant picking up this collection, although there are a few balance adjustments that have been done based on the original releases.

While I did quite enjoy my time with iX1 and 2, there are a few issues that can be seen in both titles. First up is the lack of any real world building. It seems the developers have assumed you either played or remember the story from Azure Striker Gunvolt. Unfortunately I don’t really remember much, so while I could pick up on the key notes, a lot was also going over my head. And then iX2 feels almost like a spin-off to the spin-offs, with a general outline and then very little of anything else substantive. Don’t go expecting any big in-depth storytelling here, gotta play the main-line games for that. My second complaint is that some of the bosses have some pretty arse movesets. More of an issue in iX2 since you can heal, but good god man the special move for the last boss of iX1 took me a long time to learn and figure out how to perfectly dodge! In iX2 there are some moves I just flat out had to take to the face because I couldn’t figure out how to dodge. Final thing to note is that the additional content can be very challenging, so if you aren’t up for it you’re probably going to be very frustrated. While this isn’t an issue if you want the challenge, just be aware if you’re going in wanting the 100% completion that it might get pretty rough at some points.

Overall Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection is a nice combination of two good side-scrolling action games complete with DLC included from the original releases. A good combination of games and content that will give you fun for a while. With some good game tracks and solid gameplay, 2D side-scrolling action fans will be interested to give this a try. While it may be confusing jumping into this spin-off series if you haven’t played the main Azure Striker Gunvolt series, you’ll probably still be able to enjoy the gameplay. 

 

Score: 8 / 10 


 

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Hellslave II: Judgment of the Archon Releases Today on Steam!

Montpellier, France – July 17, 2026 | Independent French developer Ars Goetia and publisher Dear Villagers have announced that dark fantasy dungeon crawler HellSlave II: Judgment of the Archon will release on August 4th, 2026 on PC via Steam. A new trailer has premiered at Convergence Games Showcase for the occasion. 


In the same way as its predecessor, HellSlave II: Judgement of the Archon will be a dungeon crawler, in which players will have to put an end to the eternal conflict waged by 6 Demon lords. In a demonic twist of fate, demonic powers will await players, but their use will come at a terrible cost as Heaven has granted a last reprieve to humanity after sending the Archon of Judgement to wipe out the Demon lords and humans alike. 

In each of their runs in HellSlave II: Judgement of the Archon, players will have the opportunity to discover a deeper narration, enriched gameplay features, and handcrafted art more detailed than ever, all wrapped in a grim dungeon crawler gameplay experience.

Thousands of years of demonic warfare have torn the world to shreds. Six demon lords, locked in an endless war, have brought ruin to all. Tired of this infernal chaos, the heavens have unleashed the Archon of Judgment, an unstoppable force set to destroy everything.

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

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


Follow Dear Villagers on social media:

Follow Ars Goetia on social media:

KEY INFO




About Ars Goetia

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

About Dear Villagers

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

Article by: Susan N.
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A Game About Penguins Heads to PC on August 10th!

A Game About Penguins, a charming title with online co-op for up to 12 players, launches on PC on August 10. This sandbox game combines a snowy penguin world with a variety of fun activities, including fishing, snowball fights, and ice skating. The game will also come to PlayStation 5 and XBOX Series X|S later. A free prologue, A Game About Penguins: First Catch, has been available on PC since July 22.


A Game About Penguins is the work of independent studio CO's Entertainment from Turkey. Ultimate Games S.A. is the publisher.

Penguins Take Over PC Soon

A Game About Penguins is a relaxing sandbox game that can be played solo or in online co-op with up to 12 players at once. Players take on the role of adorable penguins living in a world full of snow and ice.

The title lets players discover new areas and take part in various mini-games and other fun activities. Penguins can fish, climb, throw snowballs, swim, play chess, and slide across the ice, among other things.

A Game About Penguins offers extensive customization options for outfits, hats, and accessories. Notably, co-op mode also allows players to meet up and interact in extra ways, such as gathering around a shared campfire.

Free Prologue for A Game About Penguins Available Now

The free prologue has been available on Steam since July 22. In A Game About Penguins: First Catch, players can try out all the core mechanics, along with some of the mini-games and penguin customization options. Like the full version, the prologue offers online co-op for up to 12 players.

Character upgrades in the prologue are capped at level 3. The full game also includes more NPCs, more items, and a whole load of new content.


A Game About Penguins – Key Features:

  • A cozy game with adorable penguins
  • Relaxing and fun gameplay
  • Many types of activities and mini-games
  • Plenty of penguin customization options
  • Online co-op for up to 12 players

The full version of A Game About Penguins launches on PC on August 10, 2026. The game will also come to PlayStation 5 and XBOX Series X|S at a later date.

Article by: Susan N.
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Gobliiins Collection - Switch Review

Gobliiins Collection by developer and publisher Red Art GamesNintendo Switch review written by Susan N., with copy provided by the publisher. 

Estimated reading time: 13 minutes  

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Feel the Power of the Final Titan Showdown in KOEI TECMO’s Attack on Titan 3, Coming This Winter

Go Beyond the Walls in the Newest Trailer; Exterior Scouting Missions Revealed

BURLINGAME, Calif. – July 1, 2026 – Today, KOEI TECMO America and developer Omega Force announced that Attack on Titan 3, the latest instalment in the Attack on Titan action game series, will be released worldwide this winter for the PlayStation®5, Nintendo Switch™ 2, XBOX Series X|S and PC Windows via Steam®. To celebrate, new trailer has also been unveiled alongside new details about the gameplay. 

The opening animation for the game* will be produced by MAPPA, the animation studio that worked on Attack on Titan: The Final Season, with action scene animator, storyboard artist, and key animator Arifumi Imai returning as director. Stay tuned for more information and future reveals!

Watch the new trailer on YouTube

Attack on Titan 3 is the riveting culmination of Omega Force’s action game series, depicting the story of Attack on Titan from its survey corps beginnings to its dramatic conclusion. In this title, fans will dive into the action by taking on the role of a member of the Scout Regiment to relive the historical events that shaped the world alongside the iconic cast of Attack of Titan. Each Scout Regiment member brings distinct skills to the fray. Assemble a squad of fan-favorites and unleash their signature abilities to turn the tide of battle.

As in previous titles, fans will be equipped with omni-directional mobility gear that allows them to take to the skies, delivering a one-of-a-kind combat experience thanks to the enhanced gameplay. The Titans will be more terrifying and dangerous than ever before, with new attacks and behaviours that will force players to fight relentlessly for their survival. Newcomers will also be able to enjoy this final evolution of human-versus-Titan combat thanks to the new Casual Mode.


Attack on Titan 3
also features Exterior Scouting Missions that will allow players to freely explore the world outside the walls by constructing supply bases, taking down dangerous Titans and expanding humanity’s domain. Survival demands ruthless resource management. Keep a tight grip on ODM fuel and blades to stay in motion, while fighting to keep squad morale high. Every expedition forces a deadly choice: push forward into Titan territory at the risk of permanent injury and death, or retreat to survive another day.

Attack on Titan 3 is currently in development and is scheduled to release this winter on PlayStation®5, Nintendo Switch™ 2, XBOX Series X|S and PC Windows via Steam®. The game will include Japanese voices with texts in English, French, Italian, German and Spanish.

For more information on Attack on Titan 3, be sure to visit the official site, Attack on Titan Game Series Official X, subscribe to the official KOEI TECMO America YouTube channel, like us on Facebook, and follow us on X, Instagram, and Discord.

* The opening animation movie will not be implemented at the time of release but will be added to the game in a future update.

ABOUT MAPPA CO., LTD

An animation studio established in 2011.

With a focus on the production of TV animation, we plan and produce animated content across all genres and in various other formats such as movies, commercials, and online videos. We also use the rights we own for specific IPs as we operate our domestic and overseas licensing business. Representative works include JUJUTSU KAISEN, Attack on Titan Final Season, and Chainsaw Man.


ABOUT KOEI TECMO AMERICA CORP.

KOEI TECMO AMERICA CORP. is a publisher of interactive entertainment software for current generation consoles, handhelds, and digital download content based in Burlingame, California. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. TECMO is best known for the Dead or Alive®, Ninja Gaiden®, Tecmo Bowl®, and Fatal Frame® series.

©KOEI TECMO GAMES CO., LTD. All rights reserved. The KT logo is a trademark of KOEI TECMO HOLDINGS CO., LTD.

©Hajime Isayama, KODANSHA/“ATTACK ON TITAN” The Final Season Production Committee.

©2026 Sony Interactive Entertainment LLC. "PlayStation Family Mark", "PlayStation", "PS5 logo", "PS5", "PlayStation Shapes Logo" and "Play Has No Limits" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.

©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

Nintendo Switch is a trademark of Nintendo.



Article by: Susan N.


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Depth Dwellers - Retro Reflections


Depth Dwellers by developer and publisher TrisoftMS-DOS retro reflection written by Hamza.

Estimated reading time: 3 minutes 



To describe it in one line, Depth Dwellers is a massive eyesore. Back in '94, when id Software released their magnum opus, Doom, suddenly everyone wanted to hop on the new wagon that had driven into town and create a Doom-clone of their own. Some achieved success, others not so much—and this game is decidedly the latter.

Attacking you head-on with spelling mistakes and a story no one bothered to read, Depth Dwellers starts off just like any other shooter. You begin in a room, wondering how you got there, and—blast!—you get killed by the very first enemy you encounter, in this case, the one on your right. The POV is first-person, naturally, but it is so heavily zoomed in that it feels as if you are playing through a fishbowl or a magnifying glass. The level designs are mediocre at best, confusing at their absolute worst, and completely uninspiring. I mean, Zork has better mazes than this. Did I just commit social suicide by mentioning a legendary classic in a review of a mediocre game such as this?


If it took you 20 minutes to finish the first level and you only got lost about 151 times, then yes, you're actually playing it correctly—because you were playing it "normally," the way you would play any other game. Apparently, Depth Dwellers calls for something else entirely, and what that is, I do not want to know.

However, not every aspect of Depth Dwellers is legendarily bad, no matter the impression it might give you. The music, for example, is pretty good. The same short, ambiguous track keeps looping in the background; and though it doesn't fit the overall violence and horror theme of the game at all, if you were to take it independently, the music is quite nice. The other redeeming factor is how Depth Dwellers excels at capturing a horrific, dread-forsaken atmosphere. This is evident the second you are thrown into the game.


The ominous moans of tortured prisoners that occasionally break the moody silence, coupled with the use of muted, dull colors like black, brown, and grey, all contribute to a memorable horror setting... but unfortunately, the execution just isn't strong. Thus, Depth Dwellers falls short of both playability and likability. It had the time to gather its resources, but not the common sense to use them correctly or in the way intended.

In short, as one of the earliest Doom-clones from before the genre even got a proper name, Depth Dwellers should have succeeded where it utterly failed, but it so happened that it utterly failed where it should have succeeded. It became such a massive eyesore that one can rightly call it the Bubsy 3D of the FPS genre.

Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.  


 

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Bliss Brain Reveals Launch Trailer for 70's Style Robot Anime Geppy-X

TOKYO, Japan — July 16, 2026 | Bliss Brain is pleased today to unveil the official Launch Trailer for 70s-style Robot Anime Geppy-X, ​ worldwide release on July 16, 2026.


While previous trailers introduced the opening chapters of the adventure, the Launch Trailer shifts its focus to one of the game's biggest surprises: Geppy-XX, the upgraded main robot that takes center stage during the second half of the story.

A Game That Changes Like a Classic Super Robot Anime

In 70s-style Robot Anime Geppy-X, the story reaches a turning point midway through the adventure as the heroes receive their upgraded machine, Geppy-XX.

But the transformation doesn't stop there.

Just like a classic super robot anime entering its second half, the in-game television opening is completely replaced. The opening title changes from Geppy-X to Geppy-XX, and the opening theme continues with the song's second verse, creating the feeling that viewers are watching the next chapter of an actual TV series.

The Launch Trailer showcases this upgraded opening sequence for the first time.

Featuring the New Heroine of the Geppy-XX Story

The Launch Trailer also introduces a new heroine who joins the cast during the Geppy-XX chapter of the game.

As the story enters its second half, a new female pilot becomes part of the team, bringing fresh character dynamics and a new perspective to the adventure.

The trailer features several scenes highlighting her role alongside the upgraded Geppy-XX, offering fans a first look at this exciting new chapter of the story.


​Fully Restored HD Anime Movies

The animated sequences in 70s-style Robot Anime Geppy-X have been restored from the original Betacam master tapes and remastered in HD.

Players can switch freely between the newly remastered movies and the original PlayStation versions at any time, allowing both longtime fans and newcomers to enjoy the experience in their preferred style.

About 70s-style Robot Anime Geppy-X

 
70s-style Robot Anime Geppy-X is a remastered edition of the cult PlayStation title originally released exclusively in Japan in 1999.

Players experience an interactive robot anime complete with fully animated cutscenes, branching story routes, memorable characters, and fast-paced shooting action inspired by the golden age of Japanese super robot television.

The remaster features newly restored HD animation created from the original master materials, modern quality-of-life enhancements, and support for multiple languages, making the game available to players around the world for the first time.


Facts and Features

  • 70's-Style Robot Anime Geppy-X includes HD remastered animations digitized directly from the original Betacam tapes provided by the animation studio.
  • Players will see and experience the original animation version in addition to the remastered version.
  • A feature switching ​ - allowing players to switch between remastered and original movie versions.
  • Base game included, not as paid DLC.
  • Experience the original production style, which used 8,000 hand-drawn animation cels across four CD-ROMs.
  • Scenes in the original version were previously modified by the development team from the Betacam animation.
  • Remastered version remains faithful to the original Betacam source.
  • Explore and appreciate the unique details and creative touches in both versions.
  • Geppy-X delivers fast-paced arcade-style side-scrolling shooter action. Switch between three combat types in real time.
 

Release Information

  • Release Date: July 16, 2026
  • Platforms: PlayStation®5, PlayStation®4, Nintendo Switch™, Xbox Series X|S, Microsoft Store, Steam
  • Genre: Shooting
  • Players: 1
  • Languages: English, Japanese, French, Italian, German, Spanish, Korean, Traditional Chinese, Simplified Chinese
  • Official Website: https://blissbrain.co.jp/geppy-x-e/
 

About Bliss Brain

Bliss Brain Corporation is a Japan-based game publisher focused on bringing beloved classics back to life for modern audiences. With a deep respect for original creators and their legacy, the company carefully revitalizes and delivers timeless titles to players around the world on consoles and PC. ​ Its recent releases include Princess Maker 2 Regeneration, Wonder Boy Anniversary Collection, and Wonder Boy: Asha in Monster World for consoles and PC. Princess Maker 2 Refine and Princess Maker 5 are also available digitally on Steam.

Driven by a passion for preserving game history and sharing it with new generations, Bliss Brain continues to expand its catalogue with thoughtfully curated releases.

Article by: Susan N.
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STARSEEKER: Astroneer Expeditions - PC Preview


STARSEEKER: Astroneer Expeditions by developer and publisher System Era Softworks and Devolver DigitalPC (Steam) preview written by Valerie, with copies provided by the publisher. 

Estimated reading time: 6 minutes  



This is a fun and colorful game that we are previewing here today. Our team consists of myself, Susan N. and Bryan. We so enjoyed playing Astroneer: Glitchwalkers that we just had to put our names in the ring for this one! So, with these words written by the dev team at System Era Softworks, we are previewing the game that is Astroneer, but not Astroneer as you will find out as you read along.

“Whatever we do next I really want it to feel massively connected. Massively co-operative. Not an MMO, just… everyone on the same team. You know?”

STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial that gives you all you need to proceed onto the station to craft your implements. You'll need to mine, defend yourself (yes, you heard that right!), scan the area, have some fun, go on expeditions, and just be an Astroneer! You also can dress up how you like from the new and fun outfits, color palettes, your body type, and more!

Every Astroneer that starts this game has to go through the tutorial individually where you'll find some things the same from Astroneer the game and other stuff used differently. One of our team, or 'squad' noticed during the tutorial that the compass gave no direction on how to find the resources in that part of the quest he was on. From the start of that tutorial to turning in the resources weren't explained enough either.  

The major factor in our experience of the tutorial is the scanner. The quest 'Find something to open the door' offered no encompassing explanation about the scanner in relation to finding that item to open the door. When you hit the 'R' key to pull up the scanner, sure it gives a description of the objects that are scannable, but when you go to interact with the object, you can't open it, collect it, or anything. You have to turn the scanner off to be able to interact with the object. That creates frustration more than smooth integration into the 'training'. It also leaves you open to injury when you are on planet and have 'scanned' a hostile and another hostile (if there are more than one in the area) hits you from another direction. I am NOT fast on the keys, so this part was very frustrating for me as well. And don't get me started on 'Why not use a controller?' as I hear snickering from my two kids in the background! *laughs*

When you get the door open, the next quest is 'Assemble components for your EXO Multi-Tool'. The instructions weren't clear here as well. A little blurb about the EXO Multi-Tool as written in the Astropedia: "Your EXO Multi-Tool can be used to dig up the terrain of the planet. Use it to collect resources, dig tunnels, or carve new paths up mountains." The tutorial doesn't say directly how many pieces you need to collect, but it is listed in the task list in the top right corner of the screen.

However, it does point you to the printer after you have collected the parts, but from there what do we do? I stared at the screen for a full minute before clicking and as I was unsure of doing it right I thought I would see some form of popup that the tool is now in your inventory and ready to use! So many details left out in all instances during this tutorial. When you're in the printer menu, nowhere does it actually say to left-click on the EXO Multi-Tool in the list to print it.

STARSEEKER gives its players a lot of hammers.

After getting your EXO Multi-Tool you are sent to get resources. Now here we had the ultimate fun of the original Astroneer. Digging for resources! Even carving a path down the ledge to get to the floor of the area to hunt down those resources. However, that compass up top? How are we to use it? In the below screenshot I took during my tutorial I see the resource I'm looking for with the scanner, but I didn't see any mention of the compass at the top of the screen pointing out the resource and how far it is to the quartz. And the map? Did you know you can't open the map when you're scanning? That was major frustrating to say the least! After you’ve collected those resources, again it isn’t pointed out where to drop them off. I, personally, would have loved a bouncing arrow above the machine that accepts those resources. Everything is so shiny that the machine seems to blend in with all the other objects on that platform.

On the topic of 'hammers' as stated above by the dev team, your last part of the tutorial before sliding to the launch area is to 'Throw a canister at the Redsuit nearby'. A little teaser here would have been nice with something like 'You'll thank me later', or 'Trust me, you're gonna need something to defend yourself out there!'

Now, on to the station! When you reach the ESS STARSEEKER station you appear in the landing bay player area. Here you find your Stash (which holds a LOT btw), the customize machine so you can fiddle with all your gear and color palettes, and the EXO store. Also note that these machines appear in other locations around the station making it easy to access after expeditions, running around doing tasks, or just for the sheer fun of having a new look for your next quest!

When you walk up to the main platform/floor area of the station you see the big billboards that announce community challenges and players who hit milestones. You're greeted with the first task of meeting up with Muriel who gives you tasks to acclimate you to the station and the things you'll need to use in other tasks given you by three officers: Captain Jupiter, Science Officer Jessandra, and JAM-BX. With these three you gain reputation for rewards, can sell and buy stuff, and complete missions/objectives.


There are two areas for printing and recycling stuff as well as a lot of open space to have that fun I was talking about. You get a lesson about your EXO Multi-Tool that gives you a nice boost, and I don't mean in points.

For your expeditions you access the Launch Terminal. If you've created a team, or squad in the social menu tab, then they will all show up so that when you hit the launch button they all get a notification to press V to ready for launch. It doesn't matter where they are on the station, that notification will show up for them each.

All in all we had great fun on our family night gaming and we are looking forward to more from System Era Softworks! You guys rock! And for all of you still sitting on the fence, go get this game. It's loads and loads of fun!             


 

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Echoes of Mystralia Announces Early Access Release Date!

At last, Watchers.

We’re thrilled to announce that Echoes of Mystralia is releasing in Early Access on August 11th, 2026!


This announcement marks a huge milestone for us as we’re ready to share the magical world of Mystralia with everyone.

The demo was just the beginning, and we’re incredibly excited for you to experience everything that’s waiting for you in Early Access. For more information about what’s in store at launch, take a look at our latest Devlog.

While the core experience will be playable at release, we’re taking some time to finalize the last stage of development alongside the community to make Echoes of Mystralia the best it can be for full release.

And for some even more good news, your saves and progression will carry over from the demo to the Early Access version of the game, with one exception:

We've reworked how Echo Fragments are earned and how Altar upgrades are unlocked. In the demo, the Echo Fragments are intentionally very easy to obtain, but they don’t serve much of a purpose. In Early Access, Echo Fragments will become a core progression resource and are earned by completing Watcher Duties and other challenges.

Because of this change, when you transfer your demo save to Early Access, all of your unlocks and progression will be preserved, but your Echo Fragments will be reset to 0.


This ensures everyone experiences the new progression system as intended. Otherwise, players who accumulated large amounts of Echo Fragments in the demo could immediately purchase every Altar upgrade, skipping the challenges designed around earning them and missing an important part of the game's progression.

Thank you to everyone who played the demo, shared feedback, reported bugs, and helped us improve the game. Your support has been invaluable as we move into this next chapter.

Can't wait until launch? Jump into the demo and start your spellcrafting adventure today!


Got Questions? We’ve Got Answers!

You can ask your questions directly on our Discord or, if you're more of an email person, just write to us at community@borealysgames.com and our team will gladly help you.

Article by: Susan N.
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Culdcept Begins - Nintendo Switch Review

Culdcept Begins by developer and publisher Neos CorporationNintendo Switch review written by Nick with a copy provided by the publisher.

Estimated reading time: 6 minutes 

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