• Net.Attack() - PC Review

    Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset.

  • Minos - PC (Steam) Review

    The tower defense genre is one that doesn't tend to innovate much with static maps, various traps, and its simple to grasp gameplay loops. At least, that is until Minos with a mighty laugh to prove you wrong.

  • The Remake of the End of the Greatest RPG of All Time - PC Review

    If you are here reading this, it means one of two things: ‘a’ you saw an extremely long weird game title and were wondering what it actually was, or ‘b’ you’re interested in a puzzle solving meta JRPG stylized adventure. Either way, let’s take a look into “The Remake of the End of the Greatest RPG of all Time”.

  • 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...

  • Medieval Crafter: Blacksmith - PC Review

    Medieval Crafter: Blacksmith, to me, is a relaxing simulation game until you get to the time-management portion of it. I've had the pleasure of actually making a part for my sewing machine at a friend's forge which this game brought back some fond memories.

  • Dread Delusion - Xbox Series X|S Review

    Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

  • People of Note - PS5 Review

    ...I love music in general. After playing the People of Note demo, I knew I had to play the full game.

  • Nitro Gen Omega - PS5 Review

    Nitro Gen Omega may be one of the weirdest experiences that I've ever sat down to. Having lost the war to the AI and its robot armies, humanity is on the brink of extinction.

  • R-Type Dimensions III - Xbox Review

    R-Type is one of the best known shoot-‘em-ups in gaming history, and for very good reason. It’s always been incredibly challenging, but tight controls and visual flair have been hallmarks of this series for decades now. This updated port of the third game in the series, R-Type III: The Third Lightning feels quite overdue.

  • Battlestar Galactica: Scattered Hopes - PC Review

    Battlestar Galactica in all its incarnations has been part of the bedrock of Western science fiction for nearly half a century. Alt Shift’s newest entry Battlestar Galactica: Scattered Hopes aims to capture the franchise’s feeling of courage in the face of relentless pursuit and overwhelming odds, and it does it well.

Maximum Entertainment Announces Smalland 2: Lost Realms!

Walnut Creek, California — June 8, 2026 | Maximum Entertainment today announced Smalland 2: Lost Realms, the next chapter in the beloved miniature-scale open-world survival adventure franchise.


Launching this year on Steam, PlayStation 5, Xbox Series X|S, and the Epic Games Store, with Nintendo Switch 2 planned for 2027, Smalland 2: Lost Realms expands upon the original game with a larger world, deeper progression systems, creature companionships, and more, all while maintaining 10-player co-op.

Set ages before the events of the original Smalland: Survive the Wilds, Smalland 2: Lost Realms transports players to a mythical era before the Giants arrived. In this vast new adventure, players will explore a sprawling world filled with elemental creatures, forgotten civilizations, and mysterious lands waiting to be rediscovered.

As a member of the Smallfolk, players must journey across the Lost Realms to uncover ancient secrets and confront a dark prophecy foretelling a catastrophe that threatens the future of the world.

Players will traverse diverse regions, each featuring unique cultures, resources, and challenges. Whether venturing alone or alongside friends, survivors can establish outposts, forge trade routes between distant lands, and build thriving networks to help their people evolve in these diverse environments.

Smalland 2: Lost Realms introduces the following features:

  • A new crafting system
  • New water and climbing mechanics
  • A wide variety of vibrant new environments brought to life with enhanced visuals, greater detail, and improved environmental effects thanks to Unreal Engine 5
  • Enhanced ability to tame and bond with a variety of creatures, forming powerful companionships that provide unique abilities and assistance through their journey

Smalland 2: Lost Realms will launch this year on Steam, PlayStation 5, Xbox Series X|S, and the Epic Games Store, with the Nintendo Switch 2 version coming in 2027.

For more information, visit smalland2lostrealms.com


About Maximum Entertainment

Maximum Entertainment is a global entertainment company dedicated to crafting indie to AA video game experiences through original content and licensed partnerships. A fully integrated group with a broad portfolio of content, the company emphasizes collaboration and inclusivity in its partnerships to produce the highest level of interactive entertainment.

With more than 300 titles in its catalog, Maximum Entertainment has joined forces with talented creators and renowned franchises around the globe to deliver magic to the gamer in everyone. Maximum Entertainment employs experienced professionals across the entire value chain of video games including development, publishing, transmedia, sales, and operations. Visit Maximum Entertainment at www.maximument.com

Article by: Susan N.
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New Co-Op Horror Title 'Cordura' by Garage51 Reveals Gameplay Trailer

June 6, 2026. Barcelona, Spain | Independent developer Garage51 has just revealed their gameplay trailer for CORDURA a 1-4 player quota co-op horror game for Steam and PS5 that takes place in decaying Victorian mansions where players will have to survive while dealing with the innovative Mimic System: the night listens to your proximity chat, copying teammates' voices and appearances to split you up.


IT’S A SIMPLE JOB, FOR MEN WITH NERVE

Set in a distorted Victorian era, players must infiltrate corrupted buildings to recover "Roses of the Night"—a powerful source of Ambrosia—before the environment claims their sanity. Coordination is the only way to survive the darkness, as the core of CORDURA is the Mimic System. This mechanic allows the darkness to learn and imitate the voices and physical appearance of your teammates. In a game where proximity voice chat is your lifeline, you’ll quickly find yourself questioning if the person calling for help around the corner is actually your friend or something... totally different.

THE STORY

Science once dared to blur the boundaries of the Night, and now the darkness has returned to reclaim its own. Victorian buildings awaken corrupted by a primal influence, twisting their halls into procedural labyrinths and reducing inhabitants to empty shells that now stalk from the shadows.

Yet, desire proves stronger than fear. Deep within these walls grows the Rose of the Night, the source of the Ambrosia. A potent neurostimulant coveted by the aristocracy for their decadent gatherings. You will take on the role of the workers who enter to extract this prize before you lose your sanity.

Few return alive, but greed always finds new volunteers.

"With CORDURA, we wanted to move away from scripted jumpscares and focus on the paranoia of not knowing who to trust," says the Garage51 team. "In these scenarios, silence keeps you hidden, but if you don't talk to each other, you won't make it out". 


MAIN FEATURES

  • Quota Survival-Horror: Enter procedural labyrinths alone or with up to 3 friends. The game’s dynamic difficulty ensures the threat scales to your group size.
  • Mimic System: "The Night" listens to your team and actually mimics your friends' voices and appearances to split you up and lure you into the abyss using proximity voice chat.
  • Shifting Environments: These settings are not static. Corrupted buildings reshape themselves in real-time, meaning a path you used to get in might be gone by the time you try to get out.
  • Permanent Stakes: Death has consequences. If a worker falls, they are lost along with their gear, unless the survivors decide to risk a rescue mission to recover their body.

About Garage51

We are Garage51, where talent grows and dreams thrive. Nurturing passionate developers into industry leaders with our comprehensive development pipeline since our start in 2018. We are not afraid of any challenge, on the contrary, we believe it is the best way to improve and to be on same level of what our players deserve.

Article by: Susan N.


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Forever Skies Releasing on Xbox Series X|S with Major Free Update for All Platforms in July!

Wrocław, Poland | 6 June 2026 | Polish developer Far From Home has announced that their breakout debut title Forever Skies will be released on Xbox Series X|S on July 27, 2026. 


The news was revealed during Summer Game Fest as part of the Future Games Show Summer Showcase. 

The July 27th launch will also coincide with the release of a major free update across PC, PS5 and Xbox X/S. “The Final Echoes” update concludes a series of community-driven updates that have introduced a wide range of new features and content to Forever Skies, including: 
  • Additional side quests exploring the stories of the world’s former inhabitants
  • A new airship electricity system
  • A complete overhaul of the airship damage system
  • Additional enemies and combat encounters
  • Unique landmarks to discover and explore
  • New airship tools and devices
  • Extensive custom difficulty settings
  • New airship decor items to customize your vessel
  • Location variety overhaul

Pre-orders On Xbox X|S Available Now

Alongside the Xbox release date announcement, Far From Home has opened pre-orders on the Xbox Store. Players who pre-order the game will be able to play 72 hours ahead of the official release date, along with access to the game's official Support Pack, which is a collection of four unique cosmetic airship decoration items that can be printed 


About Forever Skies

In Forever Skies, players take on the role of scientists sent back to a toxic, post-apocalyptic Earth to uncover a cure for a virus threatening the last remnants of humanity. Using advanced technology, players explore, scavenge, and survive while piloting a customizable high-tech airship. Whether playing solo or teaming up with up to four players in co-op, Forever Skies delivers an immersive survival experience where exploration, crafting, and resourcefulness are essential to overcoming this harsh new reality.

Forever Skies originally launched in April 2025 as a timed console exclusive on PS5 and has since surpassed 500,000 copies sold.

Article by: Susan N.
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Fertile Publishing Grounds: Positive Impact Games & ByteRockers’ Games Plant Partnership for The Regreening

The Regreening is a soilpunk fairytale about restoring nature and making a home in a folklore-inspired world
 
 
2026 - Berlin, Germany | Indie publisher ByteRockers’ Games signs on The Regreening developer Positive Impact Games.
 
After a successful first venture into publishing last year with the relaxing kingdom-builder Let Them Trade by Spaceflower, followed by the promising partnership with the young talent creating the atmospheric poem-writing adventure OKU at Irox Games, this third title fully cements ByteRockers’ Games as a supporter of small studios with a strong vision.

    “We are excited about the new partnership with a rising indie team that, at the same time, brings a wealth of industry experience. This women-led powerhouse of a studio impressed us right from the start, just as much as the core game idea of restoration itself. An important and beautiful topic without the usual ‘serious games’ touch. We aim to help this team achieve the success they absolutely deserve.” — Maik Reichelt, CEO of ByteRockers’ Games 




The Regreening calls itself a soilpunk fairytale: a farming simulation about restoring a deserted world and getting back in touch with nature. Players meet ancient spirits based on Baltic folklore and explore the state of their new home at their own pace. The satisfying transformation of the environment through gardening, crafting, and befriending the local fauna captures the genuine joy of living in tune with your surroundings. ​
 

This is the debut game of Positive Impact Games: a Hamburg-based remote studio founded in 2024 by industry veterans who were awarded the Gamecity Hamburg Prototype Fund. ​

The Regreening - Official Announcement Trailer (https://www.youtube.com/watch?v=d9LxtEKE4RE):

 
 
The studio is led by Managing Director Volha Kapitonava, an experienced Producer and Mentor with Marketing background. She is flanked by Creative Director Marie-Anne Hachey (prev. gamigo, THREAKS), Technical Director Merve Meszaros (Engineer with 10 years' experience and renowned Public Speaker), and Art Director Max Besseling (prev. Grinding Gear Games).
 

    “Teaming up with ByteRockers' Games felt like finding our people. Their excitement for The Regreening and their love for meaningful, cozy games perfectly match where our hearts are. As a team rooted in care, craft, and community, we couldn’t ask for a better partner to help us grow our first title.” — Volha Kapitonava, Managing Director of Positive Impact Games
 

As a team, they aim to make wholesome & cozy games that uplift, connect, and inspire change by addressing important contemporary topics. When asked what makes their games special, they cite “the power of play to transform” as core to designing games that build you up and strengthen the soul.
 
Q1 2026 remains a busy time for publisher ByteRockers’ Games, who are currently preparing for the launch of their in-house coding bullet heaven Net.Attack().
 

About The Game

The Regreening is a cozy simulation game about restoring nature in a soilpunk fairytale. Grow plants to create living ecosystems, become friends with ancient spirits, make your own upcycling hub, and hug ALL the animals!
 

Can you transform this deserted world into a joyful home again?
 

Key Features

  •     Plant & Cultivate: Discover new seeds, choose which animal habitats to restore, learn powerful plant synergies, and create beautiful living biomes according to your vision.

  •     Recycle & Craft: Clean up old junk to collect crafting materials and upcycle them into beautiful decorations for your home, or powerful watering systems for your plants.

  •     Befriend Folklore Spirits: Meet mythical nature spirits willing to give you mighty abilities in exchange for your help (and maybe a few shiny objects.)

  •     Enjoy the Fruits of Your Care: Harvest flowers and berries to plant in new areas or to give as gifts to your favourite animals and friends.

  •     Made for cozy gamers: The Regreening offers a completely stress-free experience with no timers or pressure, where every gentle action helps nature recover, wrapped in a rich atmosphere with adaptive music and ASMR-like forest sounds, guided by intuitive mechanics and heartfelt folklore storytelling.

About Positive Impact Games

Positive Impact Games is a women-led studio based in Hamburg and founded in 2024 by five experienced games industry veterans. They are a multicultural team that makes wholesome and cozy games that uplift, connect, and inspire change by addressing important contemporary topics. Their debut game is The Regreening, a cozy soilpunk simulation game.

positive-games.com
 

About ByteRockers’ Games

Berlin-based development studio and publisher of indie games that loves to rock n' roll. Currently working on the code-based bullet hell Net.Attack() and a space-themed mining simulator named Exovia, the company has a long track record of releasing quality games since 2018.

As publishing partner and proud resident of the German games capital, supporting small teams with fresh ideas has become the signature of ByteRockers' Games, who make a point to show face at local events of all sizes and even take on the role as industry advocate with the politicians and media in town.

byterockers.games
 

Copyright © 2026 ByteRockers' Games, All rights reserved.
 



Article by: Susan N.



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Net.Attack() - PC Review

Net.Attack() by developer ByteRocker’s Games and published by ByteRocker’s Games and Gamersky Games - PC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 5 minutes


Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset. This top-down programmable shooter is definitely not my usual cup of tea - you’ll find me building things more often than destroying them - but the way that the game steadily ramps up the difficulty while letting you tinker is a gold mine. At its core, Net.Attack() is about figuring out how to chain together nodes in its simple-looking programming interface to create new and more powerful attacks while you dodge enemies and run out a timer on each level. The way that ByteRocker’s has woven that into fields of gratifying explosions and endless waves of enemies, however, has really elevated this from ‘neat’ to ‘WOW’.



Net.Attack() centers progression around three collectible currencies: ByteCoins (experience used to level up your character), Data (used to purchase nodes to program with), and DarkBits (used to purchase upgrades between sessions). In true roguelite fashion, each session you play will try to conquer a single region with multiple layers (levels) to progress through. Win or lose, the DarkBits you collect can be used to purchase incremental upgrades that apply for all future attempts. ByteCoins and Data, however, are used only within a single run, and do not carry over. That said, without ByteCoins to level up and Data to buy programming nodes with, you’re not going to get very far!

The playing field within Net.Attack() is a relatively simple top-down field, with floating icons to represent your character and enemies within the area. Since you’re playing as a hacker here, this makes sense - you’re looking at a visualization of what you are doing, you’re not physically present yourself. By default, every hacker character (and there are many to choose from) starts with at least one program node that provides an attack. Early on, enemies are sparse and weak, allowing you to carefully pick off enough to get an initial level or two and afford a couple of programming nodes. This is where the game starts to take off, and where my inner nerd rejoices.



Programming in Net.Attack() is done in a dedicated coding screen that pauses the run-and-gun action. Every character starts with a selection of Root nodes, which automatically trigger anything attached to them on a cycle based on their speed in milliseconds (ms). Every node you earn or purchase chains off one of these recurring triggers, and has its own speed value that slows down the whole chain. Sure, you might find a node that drops a veritable nuke on a section of the screen, but anything you have in the same action chain will be crippled by the extra time it takes to run! On the other hand, highly upgraded characters might be able to get some nodes to a point that they actually speed up the chains they’re in, so maybe you can figure out a way to pull it off?



Net.Attack() also makes players think when putting chains of nodes together in the way that those effects are centered. Root nodes always originate from the character, but many attack nodes change the origin of the next node in the chain to be the object it just hit. If that sentence makes you perk up and think ‘chained attacks?’ you’re absolutely correct, and you’ve just hit on a core concept of the game. By using sequences of nodes, you can turn a single initial ping of damage into a screen-clearing cascade of attacks and an explosion, each attack turning its hapless target into the engine of its comrade’s destruction. With single- and multi-target attacks, area of effect actions, FOR-loops, IF nodes and even placable mines that can merge for greater effects, Net.Attack() has a huge degree of replayability within a deceptively simple appearance.



For all the complexity I just raved about, Net.Attack()’s interface is clean and easy to understand, and the in-game documentation walks players through all the concepts on how things interact. The programming itself is easy to manipulate, as players just have to drag a node onto the programming field and then mouse-drag connections for inputs and output to chain them together. No missing semi-colons or frustrating typos here, this is visual programming at its most accessible.

Sound and story here are basic, but that suits the genre well. One does not (normally) endlessly replay the same level in a roguelite hoping to sit through the same cutscene or lore dump for the umpteenth time, so the lack of a deep story isn’t missed. We’re here for action, explosions and creative node programming after all, not dialogue and narration worthy of Shakespeare.

If challenging the normal sets of levels is wearing thin, Net.Attack() also offers daily challenge levels and a sandbox mode to satisfy your explosion-based cravings. To level the playing field though, the daily community-wide challenges strip you of all your between-run purchases, letting every player tackle the challenge from an equal baseline. It's a pleasant change, and can even let you try playing additional characters that you may not yet have unlocked with your post-run rewards. [Side note: these are all earned and purchased using in-game currency from what I saw. No predatory pay-to-win real-money microtransactions here.]



Overall, Net.Attack() is a simple-looking game that will invite you to test the waters, and then let you fight your way back to the desktop hours later wondering where your day went. The node-based programming is absolutely genius, and really takes the game from feeling like a powerup-driven top down shooter into something really unique and engaging. There is tons of replayability here, with the special attributes of each character changing your best options for programs, and the layers themselves are big enough to feel expansive while playing. There is very little that you could ask for that Net.Attack() doesn’t already deliver, and I strongly recommend picking it up. Even better, this isn’t going to set you back AAA pricing - the price point on Steam is roughly $11 Cdn at time of writing, and the game is even on further discount as part of the 2026 Steam Bullet Fest until June 15, 2026.


Score: 9.5 / 10



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Frantic Platform Brawler from Efecto Studios Reveals Free Playtest until June 14th!

Bogotá (Colombia) June 4, 2026 | Veteran Colombian independent studio Efecto Studios is proud to reveal their new game Bunraku a frantic platform brawler inspired by the art of Japanese puppetry in development for Steam, Nintendo Switch 2 and PS5. The game has just opened a free playtest on Steam until June 14. Combat demands mastery of the slashing dash, precision parries, and powerful ninjutsus, integrating the action with a performance in front of a live audience that reacts dynamically to every impact. Bunraku allows for intense ninja battles of up to 8 players, (online or local) jumping into the action in shifting PvP arenas where every combat becomes a staging.


The curtain rises, the lights shine bright ...

... and the performance begins!

In this magical Japanese puppet theater, the spirits of legendary warriors come back to life to recreate ancient battles in a show full of ninja action and tactical combat movements. The audience vibrates with every attack and cheers with every parry while ninja attacks fly across the stage.

Are you ready to take your place in this grand performance? Each act is a high-precision competition where only the most talented will reach glory under the spotlights.

To become the grand champion of the ninja puppets, you must master Ninjutsu: the art of moving, attacking, and countering with incredible speed and precision.

  • Use your Dash to move swiftly across the stage and strike down your opponents in a single hit.
  • The Parry blocks and stuns enemies who dash at you and can even deflect items back at the caster.
  • Find Scrolls on the stage to invoke powerful and varied Jutsu that can turn the tide in your favor.



About Efecto Studios

Efecto Studios is a game development team with over 24 years of experience in the industry. During this time, we have worked on a wide variety of interactive projects, co-developing titles such as Ark: Survival Evolved, Lords of the Fallen, Palia, Battlefield Mobile, Atlas, and Dark & Light.

By accurately assessing our own limitations, we ensure that our goals remain realistic and achievable. To accomplish this, we bring the necessary technical and creative expertise to cover all disciplines of development, from conceptualization and design to programming and final art production, adapting ourselves to bring ideas to life across all types of genres and platforms.

Although our primary focus is outsourcing, we dedicate a space for 100% in-house projects. These productions move away from massive global blockbusters to focus on more contained experiences, developed under an indie philosophy driven by our team's vocation and dedication.

Article by: Susan N.
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Atre: Dominance Wars Now in Early Access on PC!

Samobor, Croatia, 8th. June 2026 | Ironward today announced the official launch of Atre: Dominance Wars, their real time fantasy strategy game blending 4X empire-building, tactical warfare, and god-like powers. The game is officially in EARLY ACCESS for PC via Steam and GOG.


Set in a fractured world consumed by a catastrophic event known as “The Merge,” Atre: Dominance Wars puts players in the role of immortal Elders - sorcerers who have transcended mortality and now battle for absolute dominance. Players will forge empires, command magically evolved armies, manipulate both enemies and allies, and unleash devastating magic capable of reshaping the battlefield itself.

“Game of Thrones”

In Atre: Dominance Wars, players can manipulate alliances, create temporary peace, or betray rivals at the perfect moment to seize power. Even getting conquered is not the end. True defeat happens only when you give up on total domination.

Magical prowess

Spellcraft and research define your path to domination. Invest in learning spells and developing abilities that shape your strategy, whether you unleash mutations, rain destruction upon your enemies, or manipulate the dead to fight for you.
“It was a last moment notice but reason for launching EA is that we feel we can do so much more for the campaign and future content with proper player feedback.” - Ironward

Early access content is a fully finished product that contains
  • Three Levels of campaign
  • Skirmish/Solo/Multiplayer 
  • Map Editor
  • More then 20 hours of gameplay

Built for fans of strategy experiences, Atre: Dominance Wars combines real time strategy with tactical combat and high-stakes diplomacy where alliances are temporary and betrayal is inevitable. Only one ruler can ascend.
“We are very happy with the current state of the game and we feel that this game has potential and we want to achieve that potential with our community.”
- Hrvoje Horvatek, Ironward”


Features

  • Ascend to Godhood: Unlock increasingly powerful magic and eventually gain access to god-tier spells capable of transforming entire regions of the map.
  • Strategy: Expand territories, manage cities, conduct diplomacy, research powerful unit mutations, and command armies in large-scale battles.
  • The Apocalypse: Reality itself is unstable, and a cataclysm known as the Merge will create challenges and opportunities throughout every playthrough.
  • Avatars and Equipment: Equip immortal Avatars with powerful artifacts, unique abilities, and mutated army compositions.
  • Single-Player, Co-op, and PvP Multiplayer: Compete or cooperate in a constantly evolving strategy sandbox built for replayability.

About Ironward

Ironward is an independent game development studio focused on creating deep, systems-driven strategy experiences. With Atre: Dominance Wars, the studio aims to deliver a strategy game where diplomacy, conquest, and god-like power collide in a constantly evolving world. Ironward released The Red Solstice, Solstice Chronicles: MIA, and Red Solstice 2: Survivors and it’s members are working on games like Zerospace and Band of Crusaders.

Article by: Susan N.
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Power Wash a Pixel Art Town as a Cute Piggy Coming Soon!

Los Angeles, June 2, 2026 | During The MIX Summer Games Showcase, publisher Acclaim, Inc. and Valadria today announced the launch of the Steam demo for Pixel Washer, a cozy, zen-like game where players grab a power washer and get to work cleaning up a grimy pixelated town.


In Pixel Washer, players take on the role of an industrious little piggy tasked with turning filthy environments into shining pixel art masterpieces. Armed with a trusty power washer, they blast dirty sprites back to a pixel-perfect shine across a wide variety of lovingly crafted levels, all set to a chill soundtrack.

The Pixel Washer demo features six scummy stages to spray your way through, including one mini-game map to test your concentration. Additionally, players can get their hooves on two different power washers, each with its own cleaning capabilities.

Valadria’s Matt Hackett spoke about what it means to share this early slice of the game with players.

“It feels good to finally get a bite-sized taste of Pixel Washer into the world,” said Hackett. “While working on the game, I often get distracted by the irresistible urge to clean up the dirty pixels. I hope players find pixel power washing as relaxing as I do. Pigxel would like to say: "Oink!" (translation: "Enjoy the demo!")

Players can get down and dirty with the Pixel Washer demo today on Steam. Wishlist the game today to stay up to date on the full release. To celebrate the announcement, Acclaim has released a new trailer.


Key Features

  • Wash and Restore – Use your power washer to blast away grime and bring beautiful pixel art levels back to their full glory.
  • Upgrade Your Arsenal – Earn money on the job and spend it on more powerful washers, new vehicles, and additional equipment.
  • Cozy Vibes – Relax to a chill soundtrack and satisfying sound design that makes cleaning feel like a reward, not a chore.
  • Explore a Pixelated World – Choose from a wide variety of pixel art levels and discover the charm hiding under all that dirt.

About Acclaim:

Originally founded in 1987, Acclaim established itself as a leading global developer, publisher, and mass marketer, bringing beloved franchises such as Mortal Kombat, Turok, and NBA Jam into homes worldwide. Today, Acclaim carries its legacy forward with an unwavering commitment to supporting talented indie developers and delivering high-quality, premium indie games to a global audience. Acclaim’s modern revival stands as a testament to the strength and enduring appeal of its iconic brand.

About Valadria:

Valadria is the creative output of Matt Hackett, a game developer in California. It's all about developing games in one hand, and helping developers make games in the other. Our first offering is How to Make a Video Game All By Yourself, an Amazon #1 best selling game dev book. Next up: Pixel Washer, a cozy game about washing dirty pixels. Sign up for Valadria's game dev newsletter to join Matt on this long and exciting journey.

Article by: Susan N.
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Retro Reflections - Warhammer 40,000: Space Marine

Warhammer 40,000: Space Marine by developer Relic Entertainment and publisher THQ—PC retro reflection written by Hamza. Game release year 2011.

Estimated reading time: 9 minutes



Armed with a Combat Knife and Bolt Pistol, and adorned to the neck in sexy blue Power Armour, our hero of the day is Captain Titus, alongside his brave squad of one pessimist and one gung-ho. This motley trio must brave peril—which happens to be an Ork invasion—and save the world (or the universe, even) from unspeakable destruction and possible extinction. This plot and its variants have been done to death in all their glory and stagnation in a dime-a-dozen games, so much so that the mere whisper of "invasion" or "tough heroes" is enough to elicit a series of frustrated moans from gamers and critics alike. Though many have taken different approaches to this gaming trope—ranging from subtle to not-so-subtle—few have actually succeeded in making their creations unique or different.

For example, a developer might introduce an unprecedented game mechanic, or perhaps downsize or blow up an already existing feature, culminating in an experience worthy of going through at least once. Relic Entertainment did exactly that; they blew up the one quality of hack 'n' slash games that matters most—a copious amount of gore and creative death executions—amped it up to 11, and presented a devastatingly entertaining, masochistic, and challenging game. While it bears a strong resemblance to other shooters in terms of story, it is strictly Warhammer 40,000: Space Marine in terms of intense violence, bad-assery, and robust controls. Simply put: Space Marine is the God of War experience I've always wanted on the PC!

Space Marine starts off in a very typical manner: you are responding to a threat because, apparently, the last line of defense and everyone's hope is you. With your armory and squad's status in check, you bravely plunge into the eye of the storm, putting your foot so far up your enemies' asses that they not only become numb, but cease to be asses. While you start armed with relatively weak weapons and the initial enemies are easy one-shot kills, jaded players know that in games like this, everything gets progressively buffed up. What they aren't able to predict, however, is how fast or slow it takes for that to happen. Needless to say, in Space Marine, the transition happens rather quickly, and you go from a general waste-layer to a crater-maker in a matter of minutes.

As soon as you get off the spaceship and reunite with your squad members, a weapon portal (a recurring object in the game) grants you a chainsword. This melee weapon is exactly what the name implies and is easily one of the coolest, bloodiest weapons you get in the game due to its carnage effectiveness and combos. Just as the game hands you a shiny new toy to lay waste with, it conjures a Slugga Nob into the tiny battlefield, perfectly balancing out the two ends of the spectrum. A Slugga Nob is a huge barbarian akin to the greenskin seen on the cover of Cyanide's 2009 fantasy football game, Blood Bowl (which just happens to be a Warhammer spin-off). If you are a newbie, your first few rounds with this new bad boy won't be easy, but after a few tries, you will get the hang of it.

If this generic approach to battling larger specimens is starting to turn you off, do yourself a favor and don't let it. The enemy A.I. is surprisingly smart; they will evade your attacks and take cover if things get too hot. Granted, the smaller greenskins brainlessly sprint in your general direction like pigs excited to get slaughtered, but the bigger ones act almost as a mirror to you and your squad—so taking them out, for the most part, won't be a cinch. I found this welcoming as it gave me a reason to frequently change my weapon to better suit the mannerisms of the enemy. The game also features a loosely executed interactive environment, in the sense that you can shoot flammable canisters (red barrels, basically) and pipe systems to trigger explosions. I hesitate to use the term "destructible environment" because you don't get the option to turn the battlefield layout to your favor, which, in a game like this, could have been an awesome mechanic.

The battles themselves, although starting off nicely and with hints of something new, more or less transition into generic, everyday fights. The purpose of the battles varies slightly, as does the buildup of the momentum, but the premise thoroughly remains the same: a handful of guys against a massive army of greenskins. Sometimes you're left to venture alone for a while while your squad members escort a side character, leaving you more vulnerable and sensitive to greenskin attacks. It is in these "el solo lobo" moments that I found the perfect opportunity to test out my latest acquired purity seal or melee weapon.

Speaking of purity seals and weapons, they aren't exactly original or unlike anything you've ever seen before. But they are, however, executed much better than most. Take the main weapons for example—after a few missions into the game, you get to carry four weapons in your inventory. The first one will be a relatively weak and small weapon with minimal damage power, but it has the advantage of infinite ammo. The second weapon from the primary group was perhaps the most ridiculously overpowered gun of the bunch, and it often emerged as the best choice throughout the campaign mode. At least for me it did. The third and fourth secondary weapons will mostly consist of one-shot-kill weapons that are heavy on damage but low on reload speed and ammo capacity.

In fact, the Meltagun (arguably one of the most devastating guns acquired in the game) may have the awesome power to stun a Slugga Nob in just one hit and obliterate it in three, but it has severely limited ammo and a lengthy recharge time. This makes it ineffective amid a greenskin horde or when many Shoota Nobz or Rokkit Boyz are around. In the melee weapons department, you get your standard hack 'n' slash paraphernalia specifically designed for head-chopping and gut-slicing. Though they get replaced rather infrequently, your lengthy outings with each of them means you will eventually get to know them, caress them, and love them equally. Parting with one will make you feel as if you're waving goodbye to a loyal subject. It's emotional stuff, and there's nothing we can do about it.

Purity seals are a bit curious, and interesting to boot. Curious in the sense of how eerily identical they operate to the power-ups you get in the God of War games. I guess there should be no surprises there, as some of the crew behind this game had also worked on God of War and apparently Gears of War as well. I just wish the logic and implementation of the purity seals had some originality or distinctive features to them; every time Captain Titus bellowed to the heavens while getting covered in a dark goldenrod aura, the image of Kratos preparing to cook up a violent storm always appeared in my head. Also disappointingly, they only last for a few seconds. Lastly, they are interesting in regard to how out of place they look. Fine, science fiction with a touch of fantasy (alien or not) is always appreciated, but fusing Harry Potter with The Terminator leaves one in confusion, with a "WTF" exclamation hovering above their head. Although it's a minor issue and one that quickly gets forgotten in a short passage of time, it remains a worrisome reminder of the faults of the game.

Which is what, you may ask? For starters, originality in this game is about as long as the word itself, and only goes so far. As mentioned before, several of the crew behind Space Marine were also behind the creation of other (more successful) hack 'n' slash and shooter games, but this shouldn't have been an excuse for getting lazy and stealing from their own previous works. When the legendary team behind the first-person Ultima games (which included Warren Spector and Doug Church) shifted to the making of the original System Shock and Thief, they indeed borrowed several elements from the Ultima games they had worked on, but they also radically changed everything from top to toe so that no two games were alike. And while even a toddler could easily distinguish between Space Marine and, say, God of War, the micro and subtle features mutual to both stick out like a sore thumb! Chief among the other faults are the at-times repetition and the seriously non-existent A.I. of your squad members. When you're up against a horde, try to count how many greenskins your buddies manage to kill. Rarely will it go beyond two, as they take the same amount of time to kill a simple greenskin as it would take you to kill a boss Nob!

The voice-overs are decent enough, with Mark Strong—who portrays Captain Titus—understandably emerging as the clear standout. Strong brings a good sense of a weathered warrior feel to the role, instead of opting to choose the readily available "rough hero" or "always complaining badass" cliché. Titus's loyalty to his code and mission, his seemingly incorruptible nature, and the fact that he doesn't bitch and moan about every negative activity that takes place all made for a character I found more accessible and likable than his snarling, realistic, gear-head counterpart, Marcus Fenix. The latter always whines about the minutiae of things and almost never steps down from being the guy who screams "I didn't sign up for this shit!" whenever faced with something 20 times bigger than him. However, Captain Titus is not a fully developed character and isn't given much of a personality to work with. The little that he is programmed with indeed makes him likable, but also monotonous and slightly one-sided. The rest of the cast, unfortunately, exists only to populate the in-game world with stereotypical characters.

Before gearing up for a relatively dangerous mission or meeting up with a person of interest, a cutscene occurs. While I was expecting them to be average at best, they actually surprised me with their weight and animations. In fact, the animation and facial movement of the character models reminded me of those in Half-Life 2—and I believe this is the best compliment I can give regarding the cutscenes. Where Gears of War emphasized cinematic explosions and slow motion, Space Marine uses its brief cinematic moments to further the story at a steady, brisk pace. While they may be brief and very few and far between, they are well done.

In conclusion, Warhammer 40k: Space Marine is one of the more impressive third-person shooters on the PC. A combination of gory gameplay and rewarding progression, Space Marine is a good example of how maxing out one element of a game can make for a great experience. While it may have its faults and may come off as repetitive for the most part, Space Marine is nevertheless a fun, energetic, on-your-toes hack 'n' slasher that you may perhaps want to revisit!

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


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ININ Games Addresses Community Feedback on R-Type Dimensions III

Stuttgart, Germany - 2nd of June, 2026 | Since the digital launch of R-Type Dimensions III on May 19, the team at ININ Games has been closely monitoring player feedback across all channels. Whilst many players and media outlets have praised the game, we recognize that members of the dedicated R-Type community have raised important concerns regarding several aspects of the release.


Today, we want to share the steps we are taking to address this feedback and ensure that R-Type Dimensions III delivers the experience that fans of this legendary series deserve.

Listening to the Community

Our goal has always been to create a collection that honors the legacy of R-Type and celebrates one of gaming’s most iconic shoot-'em-up franchises. We take that feedback seriously and accept responsibility for addressing it.
 

A Community-Guided Improvement Process

Since release, our teams have carefully reviewed player reports, reviews, and discussions. Based on this feedback, we have identified several improvements and fixes that will be implemented in a series of upcoming patches.
 
The first update is currently planned for mid-June, with additional updates to follow at the beginning of July and mid-July. Rather than rushing out isolated fixes, our goal is to address the concerns raised by the community comprehensively.
 
To help us achieve this, the Steam version will serve as the primary platform for testing and validating improvements before they are rolled out more broadly. We are also inviting experienced members of the hardcore R-Type community to participate directly in the feedback and verification process. Their expertise and passion for the franchise will help us ensure that the changes we make truly address the issues being discussed.
 
In addition, we are reaching out to content creators and community voices who have provided critical feedback, with the goal of involving them in the process wherever possible. Constructive criticism is an important part of making the game better, and we welcome the opportunity to work together.


Expanded Internal and External Quality Assurance

To strengthen our validation process moving forward, we are conducting a renewed round of internal and external quality assurance. This effort will involve additional testers from multiple regions, including Japan, and experienced community members, to ensure that improvements are thoroughly evaluated before release.

Our objective is simple: every change should be verified not only by our own teams, but also by players who know these games inside and out.
 

Physical Production Postponed Until Improvements Are Complete

Following discussions with the community, we have also reviewed the production schedule for the physical editions of R-Type Dimensions III.
 
We can confirm that physical production will not begin until the identified issues have been addressed to our satisfaction. We believe this is the right decision for players and collectors alike, and it reflects our commitment to delivering the best possible version of the game on cartridge and disc.
 
We know how important physical preservation is to the R-Type community, and we want the physical release to represent the strongest version of the game available. Given the considerable effort invested in bringing the title to physical formats (including the upcoming Nintendo Switch 2 cartridge release) we believe taking additional time now is the best path forward for everyone involved.

 

Our Commitment to the R-Type Legacy

R-Type remains one of the most important and respected shoot-'em-up franchises in gaming history. We understand the responsibility that comes with bringing this series to both longtime fans and new players.
 
The passion shown by the community over the past weeks demonstrates just how much R-Type means to so many people around the world. We have heard that passion clearly.

We are committed to earning back the confidence of players through action, transparency, and continued improvements. The work is already underway, and we will continue communicating our progress as updates become available.
 
We appreciate the feedback, the criticism, and the patience shown by the community. Our teams remain fully dedicated to ensuring that R-Type Dimensions III ultimately stands as a release worthy of the franchise's legacy.
 
Further updates will be shared on the news section of ININGAMES.COM as development progresses.

 

About ININ Games

ININ Games is a leading publisher of high-quality retro and arcade video games, dedicated to taking players on a nostalgic journey through the golden eras of gaming. With a strong focus on iconic titles from the '80s, '90s, and early 2000s, ININ brings legendary games to modern platforms – faithfully restored, lovingly reimagined, or continued through brand-new sequels.

According to Metacritic, ININ Games is currently the highest-rated publisher from Germany, underscoring the exceptional quality and cultural value of its carefully curated game lineup.
 
More information: www.iningames.com
 

About Tozai Games

From the classics of yesterday to the original IP of tomorrow, Tozai Games delivers lasting gaming experiences to passionate gamers around the globe. Based in Bellevue, Washington, and Kawasaki, Kanagawa, Japan, Tozai Games is an experienced team of professionals dedicated to building successful licensing and publishing relationships around the world.

Nintendo Entertainment System, NES, Super Nintendo Entertainment System, SNES, Game Boy, Nintendo Switch™, and The Nintendo Switch logo are registered trademarks of Nintendo. "PS" Family logo "PlayStation," "PS4" and “PS5” are registered trademarks of Sony Interactive Entertainment Inc. Xbox, Xbox One, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

Article by: Susan N.
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Acclaim Inc. Reveals Trailer for HYPERyuki: Snowboard Syndicate Headed to PC and Consoles!

Kyoto, Japan — May 27, 2026 | During BitSummit in Kyoto, Japan, publisher Acclaim, Inc. unveiled an all-new gameplay trailer for HYPERyuki: Snowboard Syndicate, the explosive new arcade snowboarding game making its way to PC and all major consoles. 


Developed by Mexican indie studio Wabisabi Games (RKGK / Rakugaki), HYPERyuki: Snowboard Syndicate pays homage to the fast-paced gameplay and trick-fueled action of classics like SSX and Jet Grind Radio.
“As Mexican 90s kids, we grew up watching anime on national TV and playing Japanese games nonstop,” said Anward Noriega, CEO and co-founder of Wabisabi Games. “We’ve always been deeply in love with Japanese pop culture, so having the chance to showcase HYPERyuki to a Japanese audience at BitSummit truly feels like a full-circle moment.”
The HYPERyuki BitSummit trailer carves through the competition with unmatched style, showcasing the game’s diverse roster of snowboarders, a selection of snowy locales to shred your way through, and more gravity-defying tricks than you can shake a snowboard at.


Key Features

  • Challenge – Think you have what it takes to impress? In Challenge mode you’ll have to complete objectives to hit the highest score possible. Ride rails, collect trinkets, and hit impressive tricks to top the leaderboard.
  • Race – Speed down the slopes against NPCs or other players in this fast-paced game mode. Tricks will increase your boost meter, making style and speed an important balance.
  • Chill – Enjoy a calm experience, hang around the tracks, and enjoy the view in this endless mode. Who knows? Maybe you’ll even find some secrets along the way!
  • Multiplayer – Compete against friends both online and in person! Play online with up to seven of your friends or play local multiplayer through split screen.
  • Shred – Bomb the slopes as a sentient snowboarding taco!


About Acclaim:

Originally founded in 1987, Acclaim established itself as a leading global developer, publisher, and mass marketer, bringing beloved franchises such as Mortal Kombat, Turok, and NBA Jam into homes worldwide. Today, Acclaim carries its legacy forward with an unwavering commitment to supporting talented indie developers and delivering high-quality, premium indie games to a global audience. Acclaim’s modern revival stands as a testament to the strength and enduring appeal of its iconic brand.

About Wabisabi Games:

Wabisabi Games is a team of passionate developers based primarily in Latin America, dedicated to shaping the future of gaming. With over 13 years of experience in game development and augmented reality, we are excited to push the boundaries of interactive software — especially on cutting-edge wearable devices like Snapchat’s Spectacles and beyond.

Article by: Susan N.
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Nitro Gen Omega - PS5 Review

Nitro Gen Omega by developer and publisher DESTINYbitSony PlayStation 5  review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 6 minutes. 

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Iphigames and Horrified Triangles Reveal Cinematic Trailer for Haunted Bloodlines

Athens, Greece | Iphigames, Serafini Productions and developer Horrified Triangles today revealed a brand-new Cinematic Trailer for their upcoming first-person psychological horror game, Haunted Bloodlines, as part of The Horror Game Awards.


The trailer offers a first look at new scenes from the full game and announces that Haunted Bloodlines will launch on Steam and PlayStation 5, pulling players deeper into the mansion that gives the game its name. A house that doesn't just hold horrors, but seems to live and breathe alongside those trapped inside it.

Haunted Bloodlines is a first-person survival and psychological horror experience that drops players into the eerie depths of an ever-shifting mansion. After the sudden death of your father, you inherit a sprawling estate hidden deep within a dark forest, only to begin questioning your sanity as you uncover disturbing truths about your family's legacy. Is your bloodline who you believe them to be? And can you face the truth without losing your mind?

The deeper you go, the less the house makes sense. Rooms rearrange themselves. Memories that aren't yours start to surface. And the further you dig into your family's past, the harder it becomes to tell what's real and what the mansion wants you to see.


With no way to defend yourself, your only options are to hide or run. Stay silent, stay hidden, and keep track of the mansion's shifting layout. Any wrong move could be your last. As tragedy plays out in front of you, visions twist and whispers grow louder, blurring the line between reality and nightmare. You'll solve puzzles by stepping into the past, and move between the living world and its haunted reflection, where each side holds both pieces of the truth and horrors you'd rather not face.

Inspired by P.T. and Silent Hill and mixed with Greek mythology, Haunted Bloodlines started life as a student project before growing into a full horror experience under Horrified Triangles, with a clearer identity and a long-term vision.

A free demo is available now on Steam.

Key Features

  • Escape: Hide or run to survive, and be careful not to misjudge HER presence.
  • Sanity: Endure tragic events as your mind begins to turn against you.
  • Time: Solve puzzles and change events by stepping into the past, with consequences that shape the horrors to come.
  • Realm-Switching: Move between the living world and its haunted reflection to reveal hidden paths, and awaken what lurks just out of sight.

Wishlist on PlayStation Store: https://store.playstation.com/concept/10014486



About Iphigames

Iphigames is a game development and publishing team with fresh ideas and visionary people who believe in games’ broader potential. Passion for games drives their experienced team to create compelling interactive experiences, and they actively encourage exciting designs and ideas from independent artists worldwide.

Article by: Susan N.
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