“Movierooms isn’t just a cinema tycoon, it’s a journey through film history. Built by a small indie team and shaped with our community, every update brings new stories, challenges and love for the big screen.“ - Arianna Lona, Game Producer and Creative Director
Create the Movie Theater of your Dreams in Movierooms: Cinema Management into Early Access on March 4th!
Brutal 80s Sci-Fi Action Platformer Headed to Consoles in April!
“I love games such as Mega Man X and Bionic Commando and I wanted to add something new. The grappling hook mechanics are smooth as silk here, and the ability to change the ChainStaff into a spear, shield, bridge and more, all with the touch of a single button should give players a new type of platforming challenge!” - 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
Grotesque Upgrades
Switch and Xbox Pre-Order
Chat ’Em Up
Store Links
About Mommy’s Best Games
About Super Soul
Starsand Island - PC Preview
Starsand Island by developer and publisher Seed Sparkle Lab—Steam preview written by Izzy with a copy provided by the publisher.
#StarsandIsland
Estimated reading time: 5 minutes
Turn-Based Tactical RPG Reptilian Rising Demo Releasing on February 18th
Pricings
- Game only (eShop and Steam): $29.99 with a 20% off during the first 2 weeks after launch.
- Game + OST download code + Visual Novel eBook (only Steam): $39.99 with a 20% off during the first 2 weeks after launch.
Open the door, get on the floor, everybody shoot the dinosaur
Great Scott! Dictatorsaur!?
Time After Time
Do The Evolution
About Numskull Games
About Gregarious Games
Nioh 3 - PS5 Review
Nioh 3 by developer Team Ninja and publisher Koei Tecmo America—Sony PlayStation 5 review written by Pierre-Yves with copy provided by the publisher.
#Nioh3 Nioh 3
Estimated Reading Time: 17 minutes.
Related reading:
● Nioh - PS4 Review
● Nioh 2 - PC Review
● Wo Long: Fallen Dynasty - PS5 Review
● Nioh 3 - Alpha and Pre-release demo Preview
The year is off to a great start.
Releasing a demo containing the first hours of Nioh 3 in late January, Nioh 3 itself released on February 6. Available until February 15, this demo allowed players to experience the beginning of what this title has to offer.
From an amazing character customization to a new dual playstyle in a more open world format environment, everything accomplished can carry over to the main game. The best parts? Anyone who completed the demo in the available time frame will revive an item in the full game and the trophies are retroactive. So there's no reason to restart!
Now for the reason you're here. After a solid almost 70 hours between the demo and the rest of the adventure, Nioh 3 is easily already on my short list for game of the year. It also, for the record didn't feel like that much time… where have my past two weeks gone?!
Introduction
For those that may not have heard of Nioh before, it is Team Ninja and Koei Tecmo’s Soulslike series. Taking a different direction from the often darker gothic inspired designs that the genre gravitates towards, Nioh instead chose to visit Japan in the 15~1600s. Using historical events as a backdrop allowed for an interesting fantasy adventure of what could have happened if otherworldly power was involved.
This series has also never been afraid to try new things while still keeping its formula intact. Starting with Nioh in 2017, our British protagonist William sets sail for Japan in the very late 1500s. Instead of the more Metroidvania approach that most Soulslikes have adopted with plenty of locked doors, ladders to kick down and other shortcuts to unlock in a single large environment, Nioh instead went in a stage like format. Stages could vary in length but they all finished with an epic boss fight.
Released in 2020, Nioh 2 enhanced the gameplay design of its predecessor. While being named, Hidechiyo, you this time around had the chance to design your own character that would become “half” of Hideyoshi, one of Oda Nobunaga’s retainers. Where you were different from William is that you yourself were half demon. You could harness the powers of the spirit guardians in a different way and instead of seriously imbuing your weapons with power, you yourself changed shape and surged in power. You could also now acquire demon cores for an even greater advantage in battle.
Just released, Nioh 3 takes all of the above, including lessons learned from Wo Long: Fallen Dynasty in 2023, and has dropped the best entry yet. Combining stage-like designs with open world hubs, our latest protagonist and future Shogun Tokugawa Takechiyo is fighting for Japan across the ages starting in the early 1600s, visiting the late 1500s, the late 200s, and mid 1800s for some interesting blends of challenges.
Exploration
Where the Nioh series has stood apart from the rest of the Soulslikes is in its stage design. While using some of the Metroidvania formula with locked doors, hidden passages and plenty of shortcuts, these were all “bite” sized pieces of the world. This has allowed for a very catered experience that presented a very specific gauntlet to be conquered.
Nioh 3 is the first in this series to move away from the strict stage-like design. Combining the stage-like formula that it's known for with “open world” hubs, the scope is now much grander in what can be done. While the specific stages segments will continue to throw a very catered gauntlet your way, the open nature of the hubs will often allow you to poke and prod at various parts of Japan throughout the years.
There are still plenty of elements to block your path such as locked gates that need a specific key, doors that “don’t open from this side”, and shortcuts to uncover but it works well together. If you can’t move forward right away, that’s often because you don’t yet have the right tools to do so. You can also explore another area if the current area is too hard.
While I personally in general am not a fan of open worlds as I often find them empty and just an excuse to pad the core gameplay design, the open nature of the hubs work for the most part. Rarely did I feel like I was going through yet another empty space as there is enough to do while you’re in each of these areas. Lastly, I appreciated that some of these areas will see multiple uses from the main and secondary quests.
Map items
Love them or hate them, Nioh 3 has A LOT of collectibles or actions to be taken on a map for "completion. Back once again are our adorable Kodama that reside in the shrines that act as our safety points. Scattered throughout the world, they need to be guided back and can provide us with bonuses for doing so.
Also returning are treasure chests big and small. Who doesn’t like a good loot box? Available to locate are Chijiko which are flying ferrets that love to be used for target practice. Once shot down they can be pet and will drop you much needed items for character development. Finally, and also returning are the Scampusses which are super adorably round but unlike before, need to be chased down to obtain a reward.
While these may sound like “ugh”, why do I have to do this for a simple item or three, they combine into a grander feature. Each hub is designed in regions that all have a various amounts of items or actions that must be taken. As these lists are completed, you’ll obtain permanent bonuses such as attack, defense or luck increases which can go a very long way as the adventure progresses.
The best part? Once you get to the higher thresholds of completion, you’ll be able to see all the currently missing ones on the map. This makes searching much easier with no need for guides in order to get 100%.
Player graves
Making a return are the various player's graves that can be interacted with. This is one feature that I’ve enjoyed going back to the original alpha for Nioh. While Demons and Dark Souls introduced a feature to see the last moments of a player’s life before “something” ended it, Nioh instead allows you to fight these revenants.
While controlled by the game’s AI (which goes back decades now with IF / Then statements), revenants can easily differ from one to another as they are a reflection of the player that died. Do they go in for super fast attacks? Use items? Dodge a lot? Try to stay in long range combat? All of these can be easily calculated by the system to give other players a challenge.
Why do this though? Like in the original, you can do it for Glory (more below), or you can do it for cold hard steel. Taking out a revenant gives you the chance to acquire a copy of one or more pieces of gear that they are holding. Sometimes this can be better than what you have, other times it’s useful for materials to help you upgrade.
Introduced in Nioh 2 and making a return is the ability for players to place benevolent grave sites. Like the malevolent graves, they will summon a copy of a player but instead of facing off against them, they’ll stay with you for a period of time giving you a bit of breathing room especially against foes of immense powers like the new Bloodedge Demons.
Bloodedge Demons
These will haunt me for a long time.
As tough as I considered some of the boss fights, I would rather do them with increasing difficulty than facing off against one of these four horsemen of the apocalypse. Horseman War here is the accumulation of the hatred of all of the players that died.
If I’m not mistaken on this aspect, the more players that die, the stronger this demon is? They do however level with you, so regardless of if they level up another way, they will always be an insane fight as they are already stronger than they have the right to be. In my almost 70 hours, I’ve honestly only defeated three in total and that is not from a lack of trying. Two in the Beta Demo and one in the main game.
So why go out of your way for this? The loot they dropped changed the entire course of my game. The armor was nice, by the Tonfa they dropped with a VERY high paralyze infusion? I literally used them until the very end of the game through the returning soul level matching available at the blacksmith.
So worth it, but you’re going to have to really work for those victories.
Combat styles
While each Soulslike has its own quirk, the Nioh series continues to push the boundaries of its own from one entry to the next.
Shifting styles
Originally combining the martial Samurai arts with both Ninjitsu and Onmyo as support abilities, you could shape William and Hidechiyo into the type of warrior that you wanted.
Unlike our former protagonists, Takechiyo can literally on a moment's notice switch from being a Samurai to a Ninja. Weapon change, armor change, and even appearance change if you want, all of these changes allow for two completely different playstyles without the need to restart your entire character development.
I loved this as it allowed for a much more flexible approach to the various challenges. Being nimble won’t always help you win the day, some days you need to tank the hits. Other times, you need to be fast otherwise you’ll never catch up or be able to avoid certain enemies. The shifting mechanic has removed the compromise in your character setup. Now you can really play as you want to play regardless of the situation.
Samurai Mode
Playing as a Samurai is everything that we’ve come to know over the course of the series. With multiple different weapons available, we can hold them in a low, medium or high stance which will affect the speed and power. As new weapon abilities are learned, we can modify some of these moves to be stronger and slower, or, add in some elemental damage for good measure.
It still feels just as solid as it has been. Where some players may feel “slighted”, is that not all of the weapons are available for a Samurai loadout, nor a Ninja loadout. Heavier and harder hitting weapons have been reserved keeping this mode feeling powerful. That’s not to say that there aren’t faster hitting weapons like your standard sword, but for Tonfa lovers, me, those are in the Ninja category.
Ninja Mode
Playing as a Ninja is where things get interesting. Unlike playing as a Samurai that can adjust how they hold their weapon, a Ninja only has one style. To compensate for this, playing as a Ninja allows you to equip several “usable” items that can be recharged for unlimited use. Elemental range attacks, surikens, caltrops, bombs, you name it. The stronger the item, the less uses it will have, but the more efficient it will be.
I abso-freaking-lutely loved this new style of gameplay. You can say that it’s technically already been there, but for people like me who have always preferred a character that can take more than one hit? I’ve avoided it as I just know that I’ll be dodging into an attack instead of out at the worst possible timing. Now being able to have a tank mode and a dodging mode for any occasion? I made very good use of the Ninja’s unlimited items.
Equipment
To prepare for all of these situations, you’ll be spending a decent amount of time in the equipment menu. Both Samurai and Ninja modes have their own melee weapons, range weapon, armor sets and accessories. Looking through both active and passive abilities will take some time, however it’s worth the investment.
Spirit guardians
Only adding to what you can do are your spirit guardians. These wonderful beings are back again and even better than before. Each spirit comes with an attack and defense value to increase your character’s baseline. From there, each spirit also has two special attacks that can be used for some pretty epic gameplay.
More than that, however, is that Burst moves from Nioh 2’s demon core abilities have moved into both the switching of the styles mentioned above and the spirit guardian abilities. Those giant red flashing attacks are no longer as scary as they have been as there are multiple ways to now counter them without fear of being taken out in one hit.
I have still been on many occasions taken out in one hit. But it’s a Soulslike, you learn, you adapt, and you run back to your spirit guardian to hopefully not lose all of the amrita that has been accumulated to level up!
Soul cores
Soul cores have also made a return but function “differently” than before. In Nioh 2, these cores were used for Burst attacks to counter the dreaded red attacks from enemies. Having been replaced by the spirit guardians, soul cores now have a Yin and Yang function.
If a core is set into the Yang position, that demon can be summoned however many times is listed to perform an attack against your enemies. The stronger the demon, the less times it can be summoned, but, the stronger the attack. Cores set into the Yang position will also provide an attack and defense boost similar to the Spirit Guardians.
If a core is set into the Yin position, Onmyo talismans can be created for use that are restored every time that you rest at a Kodama Shrine. These abilities range from added elements to your weapons, boosting your attack, your defense, regenerating your health or surrounding yourself in floating elemental orbs for extra damage. Why should the enemies get all of the fun?
I really enjoyed this adjustment to the soul cores from Nioh 2 as it allowed for so much flexibility while keeping the same pieces in play.
Rewards systems
So what does everything above have in common? The more you do, the more that you’ll be rewarded for it. Fighting enemies, tackling strong bosses, fighting mid-bosses, chasing down scampusses and guiding Kodama home all reward you in one of two ways.
Kodama and Jizo Six Statue boons
Guiding our little adorable yokai home has also been beneficial to us. In a stage-like format, these rewards used to be localized to either a stage or set of stages, but now? These bonuses carry through across the ages!
For every Kodama that you guide home, you’ll receive points that can be used to increase healing Elixir drop rates, its efficiency, and if it could boost your attack and defense at the same time. Comparatively, stopping to pray at Jizo statues will net you Jizo Merit that can be used to increase melee damage done in Crucibles, as well as Crucible Elixir drop rate, Life Corrosion and Guardian Spirit Skill recovery in Crucibles.
In both of these cases, these small increases can go a long way to help you out.
Titles
For everything else you do, you’ll earn a reputation in a variety of categories that will all allow you to increase the percentage of certain aspects. Increasing the amount of Amrita acquired will allow you to level up faster. You can increase your stealth to sneak around more easily. You can also increase the damage to another Ki which will allow you to perform grapple attacks even faster.
The great thing about all of these decisions are that none of them are permanent, allowing you to easily mix, match and try a variety of different upgrades to see what works best for you.
Clan battles
Clan battles continue to be interesting. This is where all of your glory can be used for a faction of your choice to try to come out on top of others. Glory can be accumulated by defeating revenants summoned through malevolent graves or by having your character summoned through benevolent graves.
What’s it all used for? Primarily, it’s used in a store that allows you to spend glory to buy items, character looks or gestures. What it is also used for is to raise your rank in the clan to increase the passive bonuses that it bestows for your loyalty. If you don’t end up liking these bonuses, you can always move, but this can only be done once every eight hours.
Either that, or move before you’re tired of being on the losing team. There’s no judgement here. I myself while having constantly been on the losing team haven’t moved because the bonuses provided to me made breaking an opponents Ki that much easier.
Summary
I think that we can all admit that the above was a lot to go through. Unlike a lot of others in the genre, Nioh continues to have layers to its gameplay that all come together for a very refined experience. Does it always work? “Yes”, but like a lot of others in the genre there are areas that can be a bit rougher than others.
Soulslikes have a high entry point and Nioh 3 is no different. In a way, Nioh 3 may have an even higher entry point as the first boss is damn right savage with most of the game’s features becoming available after that point. That said, I did keep expecting a super high difficulty spike that soulslikes and JRPGs are both known for, and it didn’t happen. Were some areas tougher? Sure, but not so much so that I would die in one hit. I mean… I did, but that’s because I realized that I shouldn’t have been there but conquered the day anyways. I was there and not leaving until I won.
What I think may have offset that difficulty spike are the adjustments to the series core features and the inclusion of being able to shift between a Samurai and Ninja loadout to be the one dictating the fight and not being dictated to.
Where I have a “tiny” bit of disappointment with Nioh 3 compared to its predecessors is with the normal enemies. The variety of yokai seems to be reduced and certain enemies were simply adjusted to meet a new environment. There was also a heavy recycling of previous bosses from Nioh and Nioh 2 for mid-bosses. I would have liked to see more new bosses across each area with the reduction of the stage-like format.
But otherwise, I really enjoyed the move to the new hub like format as I wasn’t sure how the “open world” would work. I’m happy that it wasn’t an actual open world but more of larger catered areas that use most of what’s been placed there.
Conclusion
Team Ninja and Koei Tecmo’s Nioh 3 continues to push the envelope of what this series offers. Moving away from a pure stage-like format and introducing area hubs works really well to divide the adventure’s chapters. Combined with multiple enhancements to the already fast-paced gameplay, and the new ability to instantly switch between Samurai and Ninja like combat, I was hooked solid from start to finish.
Score: 9/10
Optizonion Announces Hive Blight Early Access Launch on March 9th!
Fight the Blight
Draft, Adapt, and Defeat Powerful Foes
Unite the Clans, Shape Your Strategy
- The Vespadas focus on raw offense and debilitating effects
- The Silent Cabbale specialize in poison and ambush tactics
- The Sweet Symphoney rely on healing and seductive control
Useful Links
About Optizonion
Disco Simulator Has Now Landed on PlayStation 5!
Disco Simulator was developed by Polish studios Games Incubator and Frozen Cave Studio. The game first launched on PC in 2024 and recently arrived on Xbox Series X|S. On Steam, Disco Simulator currently holds 72% positive user reviews. The console versions were published by Ultimate Games S.A.
Build a Disco Empire
Disco Simulator – Key Features:
- Party-focused tycoon gameplay
- Club design and management
- Dance, techno, and chill music
- Hiring and managing staff
- Multiple game modes
Feast Your Eyes on This Steam Release of a New Gourmet City-Building Roguelike
Key Features
- Divine Companion Cultivation: Dango is a celestial being with boundless potential, awakening through your sacred pact. This adorable companion eagerly awaits your finest culinary creations. Want to unlock Dango's unique attributes? Choose from diverse cultivation strategies and multiple progression paths, but beware: a hungry Dango makes for a grumpy companion!
- Endless Variety in Gourmet Development: Randomly generated maps and recipe combinations ensure every playthrough feels fresh and unique. Master roguelite gameplay that challenges both your strategic thinking and creativity as you craft delectable dishes to empower Dango and shower your realm with divine blessings.
- Supply Chain Management: Build a complete production ecosystem, from farming raw ingredients to culinary preparation, manufacturing, and distribution. A well-optimized supply chain keeps your citizens happy and healthy while transforming your city into a visual masterpiece. Remember: top-tier goods require top-tier workers.
- Boundless Strategic Depth: Five distinct biomes, 60+ building types, 70+ recipes, special divine abilities, and a deep meta-progression tech tree give you countless ways to build your ultimate gourmet empire!
About IndieArk
About White Start Studio
The Alighieri Circle: Dante's Bloodline Demo Available February 19th
YOUR TRIALS
Media Assets:
About ONE O ONE GAMES
About Entalto Publishing
A New Era Has Begun in Erenshor with Introduction to the Reliquary
The Reaver, a New Playable Class
Introducing the Reliquary
- Players can store and interact with portal runes within the Reliquary
- Players can teleport to the Reliquary and return directly to their original location, enabling seamless exploration and reduced downtime
- Players can find and host auction houses, shops, banks, and more within their own reliquaries.
- Players can summon their entire guild, or select friends to their reliquary to allow for easy group setup
- Reliquaries are “account wide” so earning it once benefits all of your alt characters.
Improved SimPlayer Interaction
- Item locations
- NPC locations
- General tutorial guidance
Extensive Quality-of-Life Improvements
ABOUT Erenshor
Dragon Spira - PS5 Review
Estimated reading time: 7 minutes
Well hello
there, and welcome to another review of a KEMCO title! We’ve been through a few
of these in the past, each with their own charm, and now it’s time to take a
look at a new title: Dragon Spira.
The world
of Dragon Spira is an interesting place, where The Divine created six spirit
beasts to rule over the world, along with different races for most of them.
However that didn’t go over so well when the spirit beasts rebelled, and were
sealed into eggs. The Divine created humans to replace them, and left them with
some relics and wisdom before disappearing. One thousand years later and humanity
is doing pretty well for itself, all things considered. Unfortunately, danger
lurks, and a hero is needed to stand against the coming evil! (that’s you by
the way).
So you end
up with a traditional JRPG party of four plus a mascot creature (who is also
helpful in battle at least) to venture forth. Now, most of you who are familiar
with KEMCO titles should know that they generally come in two flavours: old-school
Final Fantasy like or old-school Dragon Quest like. This time we’re going with
the Final Fantasy like style.
For those
of you new to KEMCO titles, Dragon Spira is a very retro stylized JRPG, but in
a good way. You have a party of heroes that ventures out into the world to
right wrongs and uncover hidden secrets along the way. Getting into random
turn-based battles is a mandatory experience here, all done in a pixel-graphic
and MIDI sounding adventure.
Between
bouts of random encounters and facing off against powerful bosses, you will be
exploring dungeons, towns, taking sidequests from characters or the guild, and
maybe challenging optional areas if you’re feeling confident? You may need to
rethink that last one though. When the game says “powerful enemies here”, it
means you’re getting one-shot.
Dragon
Spira runs the traditional set-up: visit a town, find out there’s something
important to do in a dungeon nearby, find and enter dungeon on world map, clear
dungeon, report in to town, rinse and repeat with the next town. It’s a tried
and true formula of JRPGs through the ages. Thankfully KEMCO tends to do away
with a lot of the frustration of some of the older games when going for their
retro feel. Such quality of life options include: being able to teleport to any
town or dungeon you have previously set foot in, indicators for where quests
are available, the option to warp back to quest giver when complete from the
quest menu, and many other small but handy bits.
Exploration
of dungeons is pretty straightforward, where you walk around aiming for the
depths and the boss that’s sure to meet you there, getting into random battles
along the way, and maybe seeing a cutscene or two. At set intervals there are teleportation
circles that you can use to warp between different zones, as well as braziers
that can summon enemies as a set of three individual battles so you can get
exp, money, stones, and RP more efficiently, more on those last two later.
Combat in
these types of KEMCO games is a little interesting, as player units are in a
vertical line with front and rear options, while enemy units are placed in a
3x3 grid so that they fit. Some enemies will take up multiple squares. Combat is taken in turns based on speed of
units with faster units taking earlier and more frequent turns, as indicated by
a handy turn order bar at the top of the combat screen. When in combat you have
a number of tactical options available to you: attack, job, unique, item,
defense, summon, and if you have the mascot character unlocked summon.
Unique and
Job refer to skills, which cost MP but hold special effects, deal extra damage,
or multiple enemy tiles. Each move has it’s own range, so pay attention when
deciding what skill to use. Unique are character specific and are solely
learned by that character, but Job skills are learned as long as you have the
required job equipped and at the right level. Summon just calls your mascot to
stand in front of the unit that summoned it, which is also the only time you
can use the mascot character’s Wonder Skill ability to help you in battle.
Yup, you
read that right, we get jobs. Now, I feel no shame in telling you I’m an
absolute sucker for a decent job system, and I feel like Dragon Spira delivers
a decent system. You start out with a set of jobs, and a bunch of locked jobs
you can’t access yet. Basic jobs can level from JP earned primarily through
combat, and default jobs will level to 25. Once you hit 25, if you have a
specific item, you can use it to unlock an advanced version of that class allowing you to level it to 50. Some of the locked jobs require hitting that
level 50 with more than one job class. There are both active and passive skills
awarded to you as you level your jobs, and your jobs can be swapped at any time
outside of combat or a cutscene, so feel free to play around with them. It is
important to note that jobs can only equip certain types of items, so if you
make it through a good chunk of the game without getting a decent dagger and
equip a thief job, don’t expect that to go super well. While job levels are not
shared across party, you don’t lose anything from switching jobs, so you can
always swap back if you don’t like the job you’ve changed to.
So, let’s
take a poke at a really weird but interesting feature: the sugoroku board. If
you don’t have any idea what that is, don’t worry, neither did I. Basically you
can think of it kinda like a mario party board, or maybe a Jumanji board if
that’s more familiar. As you pass over or land on certain tiles, you gain the
item or stat associated with that tile. On certain tiles or at the end of the
board, you may distribute all the stats you’ve earned through tiles. Yes, you
can replay boards, so you can do this pretty much indefinitely. Do note that
the higher the player party level the more costly it is to move tiles on the
board.
So how do
you move tiles? Well, you earn RP from battles, or the board, and you spend a
set number of points based on board and party level to spin a roulette wheel
that has 1 to 6 on it. What you land on is how far you go. At intersections
where you have a choice of direction, you also spin to determine where you go.
You can find items to choose a desired roll, so don’t worry too hard about
missing a tile. You can always come back and try again.
So you
KEMCO veterans are probably wondering at this point: does this one have the
store? The answer is yes, it does. For those of you confused, these types of
KEMCO titles tend to have a sort of store where you can exchange kaishin stones
earned through combat or as certain rewards for either permanent cross-save
game modifiers like increased exp earned, or exchange for items or an equipment
gacha roll where you might end up with some ridiculously overpowered gear.
Overall I
have to say I’m quite a fan of Dragon Spira. The combat is pretty fluid and has
a lot of options for you, the job system is a decent mesh of easy to use and
tactical options with a fair number of jobs available, and the sugoroku boards
are an incredibly interesting addition to the game. The story is pretty
engaging, the characters are unique in their portrayal, and each job class has
their own outfit sprite in addition to the general character sprite. I would
definitely recommend Dragon Spira if you’re looking for a really fun retro
style RPG.
Score: 8 / 10
One Person Indie Studio GreenGuy Launched Our Adventurer Guild on Steam and Xbox Consoles!
Become the Guild Master
Win Battles and Shape Your Heroes
Our Adventurer Guild – Key Features:
- Tactical RPG gameplay
- Turn-based combat system
- Guild leadership and management
- Character development and customization
- Item crafting
Try the Demo of Upcoming Flame-Wielding Metroidvania on Steam!
“Nocturnal 2 is our first fully self funded title. It was, and still is, a risky move, but it gave us the time and creative freedom to work on a game that we feel is more complete and polished than the first installment.To reach the level of quality we are aiming for, the road ahead remains long, and player feedback is essential. We are looking forward to having players explore this first introduction to the city of Ytash,” says Gabriel Sonderegger, co director of the game.
Main Features
- Explore an interconnected city plunged into obscurity and unlock new routes as you return with fresh abilities
- Immerse yourself in an atmospheric hand drawn game inspired by Persian architecture.
- Control a fast, flexible character built for smooth, expressive movement and combat.
- Uncover secret endings that expand the island’s mysteries.
- Enjoy a minimalist experience, shaped by its atmosphere and the sense of discovery.
Useful Links
- Studio website: www.sunnysidegames.ch
- X/Twitter: https://x.com/SunnysideGames
- Steam page: store.steampowered.com/app/2847780/YTASH__A_Nocturnal_Poem














































