• Blue Reflection Quartet - PS5 Review

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  • Gobliiins Collection - Switch Review

    In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.

  • Cat Mail Co. - PC Review

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  • 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...

  • STARSEEKER: Astroneer Expeditions - PC Preview

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  • Dread Delusion - Xbox Series X|S Review

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  • House Flipper Remastered Collection - PC Review

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  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

    GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...

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  • Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection - PS5 Review

    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?

Rebels of the Solar Speedway Racing to Steam in 2027!

Barcelona, Spain – July 30, 2026 | Independent Spanish-Brazilian developer RetroReactor has announced their new project, Rebels of the Solar Speedway, a Hot-Wheels inspired turn-based combat racer roguelike set in space that is expected to release in 2027 on PC via Steam. Closed beta testing will be starting in the coming weeks, so the developer invites the players interested in participating to join their Discord.


As humanity conquered the solar system, it abandoned its soul. Earth suffocates under the oppressive glare of the Church of the Holy Circuit, a techno-religious regime enforcing control through fear and mass surveillance. Across the galaxy, three ruthless MegaCorps—Ares Defense, Helios Genera, and Ceres Sustenance—enslave the masses in a brutal second industrial age.

For years, the Outer Rim Independence Collective has waged a silent war to stop Earth's dark fate, but shadows alone cannot ignite a revolution. To free humanity and rally the people, the fight must step directly into the light: the bloody, high-stakes Battle Races of the Solar Speedway. Secretly sponsored by the MegaCorps to keep the population distracted, this legendary arena is where the chains will finally shatter. By defeating corporate champions and bankrupting their masters, the rebellion will spark the ultimate galaxy-wide uprising.


GAME FEATURES


STEER A TEAM OF PILOTS ON THE DEADLIEST TRACKS IN THE GALAXY

In this turn-based battle-racer, you’re not just a pilot, you are mission control. Simulating a professional racing team, you’ll control your pilots with a full view of the track. ​​​

MASTER TURN-BASED COMBAT: THINK TWO STEPS AHEAD

Each turn, make strategic moves anticipating your enemies’ actions. Turns are divided in Action Phase and Resolution Phase. In the first phase, consider where to move making use of a variety of car systems. Moving is not just about getting the pedal to the metal, but also to position yourself safely from enemy attacks and also go on the offensive making the best use of the range and strength of each of your weapons, and ripple effects. Then, in the Resolution phase, attacks are resolved from last place to first place.

Will your strategy work?

DEEP TEAM AND CARS MANAGEMENT

In between races, manage resources to strengthen your team. Repair your cars, replenish ammo cases, and moving systems. Equip your cars with 30+ unique weapons. Install more than 90+ modules, improving weapons or completely changing them. This is the only way to get a shot at the legendary Solar Speedway Race.

MANIPULATE THE STOCK MARKET: WEAPONIZE THE ECONOMY

With the ruling mega-corps and almighty Cyber Church deeply invested in the galaxy’s favorite bloodsport, everything that happens in the races affects their stocks. You may bankrupt one by killing their champions, but boost another by using their weapons. But be careful – their stocks are also your currency. All the items in the game change values based on stock evaluation.



PLAY A DOUBLE GAME TO FUEL THE REVOLUTION 

The MegaCorps don’t just attack on the tracks. They will try to recruit you to their dirty game. Play your part and take advantage of that, but don't over do it, or the Outer Rim Independence Collective will take you down, be careful, the same way they put you in, they can blown you up.

ROGUELIKE RUNS

The more you play, the more you unlock. From new cars and weapons that will get available the more you advance in the game, to even new enemy teams and brand new player teams that change completely how you play each run from the start.
  • 10+ unlockable player teams
  • 30+ different enemy teams
  • 15+ different cars, with different stats and systems.
  • 30+ different weapons.
  • 90+ different weapon modules, with each changing how the weapon works.
  • 18+ tracks divided in 3 cups and random events.
  • Galaxy Map to navigate from Earth all the way to the ultimate arena: The Solar Speedway.

KEY INFO


About Retroreactor

Retro Reactor Games was founded on the belief that great games don’t need complexity to be thrilling. Established by Danilo Barbosa in 2015, originally in Brazil and now based in Spain, the studio draws from the energy of retro games, the spectacle of cinema, and the immediacy of arcade action to create experiences that are both intense and inviting. The studio’s standout title, Two Strikes, exemplifies this philosophy—delivering the heart-pounding excitement of a cinematic duel in a single moment of decisive action.

Article by: Susan N.
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Echoes From Ciudadela - PC Review

Echoes From Ciudadela by developer and publisher Kronos InteractivePC (Steam) review written by Valerie, with a copy provided by the publisher. 

Estimated reading time: 8 minutes 



Echoes From Ciudadela is a first person narrative adventure taking you on a journey from a father's dying wish. This game is really immersive with puzzles that are from historic inventions of the past. You have a little of everything with these environmental puzzles with the past, present, and future intermixed. Your curiosity keeps you looking, fiddling, and figuring them out from clues found throughout the environment or in the journal left to Katari by his father. And there are downsides to this game as you read on.

A dying wish. From Ciudadela starts outwith Katari, the son, reluctantly driving up to the cabin to fulfill that wish. You hear Katari leaving a message for his mother, I presume, on his cellphone. Even though he’s driving on open country roads, I really think the devs should have had him thinking about the call rather than showcasing cellphone usage while driving because it’s distracting and dangerous. 

The first part of this story takes place in and around the cabin. Katari remarks later that his father could have been more present in his life rather than becoming a hermit who was holed up in his cabin. While we are here we are led into the tutorial of all the skills Katari (you) will need for the part after spreading his father's ashes on the mountain, which is what ciudadela means.

Other than my playing Echoes From Ciudadela on an Ubuntu system, there were a few troubles throughout the tutorial. Before you come to the start new game menu screen you are shown a rotating icon for the game's autosave feature. I thought this very handy until I saw that there weren't slots for game saves, nor did it save exactly where I was when I exited the game. It didn't even show the save icon either while I exited the game! And should you start a new game, all progress is lost. Personally I would like to manually save the game myself as I sometimes like to mull them over the puzzles in my head.


First things first, arriving at the cabin where Katari settles in before heading out on the trek to find the spot to spread his father's ashes you exit the truck. You walk up to the cabin door to find you can't open it with an interactable keybind of the letter 'E' as you look at the door knob. You will need to do a simple search for a key to the front door. Next you are instructed to, "Find the generator to restore power to the house." There isn't any mention of needing a second key to open the power generator box, yet your clue is right there as you are looking at that box. No closing of the box door after completing the puzzle, so I am assuming it as a clue for how other puzzles are solved in this game.

As I was running around to find the generator, there was no bar or gauge to show stamina use nor indication on how long before you need to stop to gain it back. I guess I am used to that in Outbound and other games I play where there was a clear indicator. I find that most games now automatically have movement keys of WSAD and the spacebar for jumping. What changes are the interaction keys as in this game both 'E' and 'F' are used.

The first real puzzle in Echoes From Ciudadela comes in the bedroom and it wasn't all that hard. This is where Katari finds a Balearic sling which is an ancient artifact of his people. Looks pretty well kept though the first person view of it looks more like a set of bows. He remarks "25 years and you never taught me how to use this thing father. Guess I'll learn by myself." Usually it is carried in one hand by the two ends so the stone is released quickly. You can find the Spanish Balearic sling (on page 5) in this document of slings and their descriptions.

Next is Katari learning how to use the Balearic sling with him searching for a target to use outside. As you walk out to the workstation set up on the right side of the cabin (when you're facing the front door) outdoors you spy a hanging object that you figure will be good to practice on. As I was lining up my shot by holding down the left mouse button I noticed my cursor was just a small dot. I would love a crosshair radical for lining up my shots, please. As you fire away at it, on the third throw or so, depending on where you stand, you are prompted about needing stronger projectiles and to find them. I bust out laughing when Katari says: "Ok, round two you silly target." 

There is no mention of putting away your sling after target practice. I did find out you can scroll through what you are holding during your search through the cabin, but still no way to put it away while walking around after that segment. When you break the target, your next clue drops to the ground. At this point I thought I would see the save icon on the bottom right corner, but nope.


In Echoes From Ciudadela your next 3 clues lead you to your father's journal. From here we are presented with a beautiful cinematic accompanied by lovely music. A few seconds later you wake and mull about if the truck will die on your journey to the mountain. Now you are ready for finding a place to spread your father's ashes. Katari leaves another message for his mother about finding his dad's journal and a couple of artifacts. Since the reception is terrible he'll call again when finished. We’re shown another cinematic of the truck driving up to the mountain and you're given a choice of an obvious branching path. 

I must say that the music, graphics and gameplay bring back fond memories of my time with the Myst games. As with those games I find the music tends to add that little bit of flavor to the immersive experience. Kronos Interactive is an indie games studio based in Buenos Aires, Argentina. So, the inclusion of Spanish notes and colors found throughout the game makes sense. There is mention of Katari's people whom I assume come from the Balearic Islands of Spain, hence the name of the sling.

I must bring up a point I found odd, which is that nowhere in the cabin is there an actual rotary dial telephone, yet when you hear Katari 'hang up' the phone you hear that very distinct sound of the click of a rotary dial telephone hanging up. Upon thinking on this further I remember during the first message he left for his mother might have been from a gas station payphone, and yet we don't see a scene of that, or even a screencap of him standing at a phonebox at a gas station. I just found it to be a little odd.

Finally, for the first time in any of my playthroughs of Echoes From Ciudadela, I see the saving icon as well as the text of 'Saving game' in the bottom right corner. You're directed to check for hints using the 'F' key and as you move forward the screen freezes and opens a window reiterating the fact to use the 'F' key for hints. You can't move until you close that window. At least I found that had happened during two of my playthroughs. As with all things from the beginning, there is no 'getting ahead' of yourself in this game. Everything is connected to the story and everything has something to say or reveal as you play.


After you solve the first three puzzles on the mountain you come to the next step of finding an entrance. In each of my playthroughs, not once was that door in my field of vision. Katari's remark on the entrance comes early each time with the above view for me. The controls are not as smooth as I would have liked and this is another game in my list of 'made for controllers, don't try on keyboard.'

From this point on I'll let you experience the game firsthand and to enjoy yourself. Oh, and don't worry about the door closing behind you. You'll eventually get out! *Laughs*

All in all I did have a good time in Echoes From Ciudadela, even with the fact that it felt like my hand was being held most of the way. A few of the puzzles had me thinking for a bit so much that the immersion factor of this game kept me from a couple of my meals! Thank you, Kronos Interactive, for your first game that, to me, needed a bit more time in the playtest portion before its release. To any puzzle and relaxing game buffs out there I would recommend this game, if only for a short break as you can quickly do this game in less than a day.

Score: 7 / 10 

 

 

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Be Strategic with Medieval City Builder That is Finally Available on PlayStation!

On August 6, Feudal Baron: King's Land will launch on PlayStation 5, a medieval city builder with strategy and simulation elements. Gameplay centers on growing a city, running your own politics, and fighting for influence. Feudal Baron: King's Land is also available on PC and XBOX Series X|S.


Feudal Baron: King's Land is the work of independent Polish studio Sim Farm S.A., known for the Farm Manager series, among others. Ultimate Games S.A. is responsible for preparing and releasing the console versions.

Grow Your City and Fight for Influence

Feudal Baron: King's Land is a city builder set in a medieval world, combining strategy and simulation elements. The title takes players into the world of medieval barons, the vassals and stewards of landed estates who fight for influence and territory.

In the main story mode, players take on the role of an ambitious baron fighting to reclaim a lost legacy. The adventure begins with a poor settlement, and the core goal is to build it into a thriving city. The game offers not only a story campaign, but also standalone scenarios and a free-play sandbox mode.

Feudal Baron: King's Land delivers gameplay that covers a wide range of elements tied to city development. Players decide when to raise new buildings, what key resources to produce, and when to fight. The title stands out with its innovative building range system, which lets players link fields, marketplaces, workshops, and mines into a single smoothly running logistics chain.

In Sim Farm S.A.'s game, players can run their own politics, issue decrees, set taxes, and command troops in battle. In Feudal Baron: King's Land, players also need to take care of their citizens' needs and deal with unexpected disasters and plagues.


Feudal Baron: King's Land – Key Features:

  • Build and grow your settlement
  • Manage your city's economy
  • Issue decrees and run your politics
  • Fight for influence and territory
  • Meet the needs of your citizens

Feudal Baron: King's Land launches on PlayStation 5 on August 6, 2026. The standard price is 14.99 USD/EUR or the equivalent in other currencies.

Article by: Susan N.
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Blue Reflection Quartet - PS5 Review

Blue Reflection Quartet by developer Gust and publisher Koei Tecmo AmericaSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 12 minutes. 

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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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