• Soulmask - PC Review

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

  • Modulus: Factory Automation - PC Review

    From the creators of You Suck at Parking and The Almost Gone comes a new factory game called Modulus: Factory Automation. Since Happy Volcano has dipped their toes into a couple of different genres, fans of the factory building games were sure to be interested in another entry to it - especially if it offered something unique.

  • Fortuna Magus - PS5 Review

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

  • Otome Daoshi: Fighting for Love - Nintendo Switch Review

    This paranormal adventure will have you play as Shunlin, a Daoshi-in-training, spitfire of a gal. For those who don't know, Daoshi are skilled fighters that practice the art of taming and passing-on of the spirits of the departed, who have been manipulated by the dark arts into reanimation.

  • The Last Caretaker - PC Preview

    I am addicted to survival/crafting games and The Last Caretaker falls right into that category. You are a robot known as the last caretaker and you are tasked with 'saving the future of the human race.'

  • Dread Delusion - Xbox Series X|S Review

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

  • People of Note - PS5 Review

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

  • Valor of Man - PC (Steam) Review

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

  • Starship Troopers: Ultimate Bug War - XBXS Review

    Are you ready to do your part for the United Federation and join in the most realistic depiction of war ever created? Today we join General Johnny Rico and Major Samantha Dietz as they present the first ever game created under supervision by FedDev for the enjoyment of those on the path to citizenship. Ultimate Bug War follows the path of Dietz during the First Bug War 25 years ago.

  • Aether & Iron - PC (Steam) Review

    This is a game that drops you straight into a story and setting out of a noir film. Filled with shady characters hiding mysterious pasts and painful secrets, Aether & Iron wastes no time with a barrage of immersion-breaking tutorials that want you to press WASD and fiddle with the mouse wheel to control the camera.

Veterans of Insomniac Games and Series Sam Double D XXL Release Sci-Fi Action Platformer!

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


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

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

Key Features

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

Master the ChainStaff

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

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


Grotesque Upgrades

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

Switch and Xbox Pre-Order

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

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

Chat ’Em Up

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

Store Links



About Mommy’s Best Games

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

About Super Soul

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

Soulmask - PC Review

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

Estimated reading time: 9 minutes


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

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

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

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

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

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

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

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

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

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

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

Score: 8.0 / 10


Share:

Mullet MadJack By Hammer95 Studios is Coming to Nintendo Switch!

São Paulo, March 26, 2025 | The frenetic, neon-drenched, no-holds-barred chaos of Mullet MadJack will soon fit in the palm of your hand, as the title releases on April 30 on Nintendo Switch.


Developed by Hammer95 Studios and published by Epopeia Games, Mullet MadJack has won over hundreds of thousands of players around the world with its unique premise: an FPS where you must eliminate enemies every 10 seconds to survive in a future dominated by billionaire robots—all wrapped in a visual style that pays homage to classic anime from the ’80s and ’90s.

The Nintendo Switch release follows a successful run on other platforms. The game quickly became a phenomenon on Steam, amassing around 97% positive reviews and hundreds of thousands of players, as well as ranking among the best-selling titles in its genre on the platform. On Xbox, the title further expanded its player base, surpassing 800,000 downloads across Steam and Game Pass.

Recognition also came from critics and the industry. Mullet MadJack won the Best Brazilian Game award at the gamescom latam BIG Festival 2025, establishing itself as one of the leading highlights of the national and international indie scene.
"We love the golden age of Japanese anime from the 80s and 90s, and we want to pay tribute to that magical era with this game." says Alessandro Martinello, Game Director.
On the Nintendo Switch, the game retains all the intensity that made it a hit: fast-paced combat, roguelite-style progression, dozens of power-ups, and an insane vertical campaign where every floor is a new challenge—and every second counts.

The launch of April 30 will happen during gamescom latam 2026 and it marks a new chapter for the title, now accessible to a new audience and ready to captivate the players in the Nintendo ecosystem as well.

What makes Mullet MadJack Unique?

Exciting and dynamic combat: Race against time and infiltrate a building alone, overcoming each floor until you reach your objective.

Campaign mode: Clear floors filled with robots, and in crucial moments, execute ultraviolent finishes on your enemies to survive.

Survival mode: Utilize your skills in an endless mode and outdo your friends.

Unique visual and art style: The contrasting colors between black and vibrant neon evoke the aesthetics of violent and adult anime from the era of VHS tapes.

Engaging narrative: Set in an Old School cyberpunk world full of robots, the aesthetics of 90s anime merge with an action-packed environment.

Nostalgic soundtrack: Inspired by the synthwave genre, the soundtrack sets the tone and urban atmosphere of the game.

Evolve your character: Enhance your character with smart choices so that you can reach the top floor in the best possible time or you'll have to try again, all in the best Rogue-Lite style. But remember that each upgrade will affect how the game is played. 


ABOUT MULLET MADJACK

Mullet MadJack is a highly fast-paced first-person action-adventure game designed for single-player. It draws inspiration from the Badass Old-School classic anime of the 80s and 90s, featuring a retro aesthetic and immersive gameplay that transports players back to the nostalgic era.

The game features vibrant colors, memorable characters, and a unique story, providing an authentic experience for both gaming enthusiasts and anime fans alike.

ABOUT HAMMER95 STUDIOS

Hammer95 is a collective of 3 devs who love the aesthetic of old anime and aim to bring back that nostalgia!

For more information, please follow our social media profiles:

ABOUT EPOPEIA GAMES

Epopeia Games is responsible for other games that have already been nominated for several awards, but now promises to innovate in terms of the farm game theme with its new release. Gaucho and the Grassland, which has already been awarded in the category: BEST REGIONAL ASSOCIATION GAME PITCH at the Big Festival 2022 in São Paulo, has a final release date planned for 2025, but in the future it will be released on other consoles such as Xbox, Nintendo Switch, and Playstation 4/5.
Article by: Susan N.
Share:

Console Versions of Farm Manager World Coming Soon!

March 27, 2026 | Farm Manager World is a game by Polish studio Cleversan Games, known for Farm Manager 2018 and Farm Manager 2021. The game was released on PC in 2025. The console versions were prepared and published by Ultimate Games S.A.


Become an Agricultural Tycoon!

Farm Manager World is a farming simulation game focused on strategic management and planning. The player does not operate machinery directly; instead, they manage all key agricultural processes. The title stands out for its advanced, realistic mechanics. Campaigns across various locations and a free-play mode are available.

In Farm Manager World, the player starts with a small farm, but gradual development can lead to building a full agricultural empire. Gameplay allows direct management of crops, livestock, and employees. The player must also manage infrastructure, supply chains, trade, and finances. The game offers depth, providing control over every aspect of the process from crop rotation to processing and trading goods.

In this new installment of the Farm Manager series, players can develop their farming business across different continents. Each location has unique weather conditions, soil types, and crops.


Farm Manager World – Key Features:

  • farming business simulator;
  • strategic farm management;
  • hundreds of plants and animals;
  • economic realism;
  • unique locations across different continents.

The game debuted on PlayStation 5 on March 26. The Xbox Series X|S release is scheduled for April 24, 2026.
Article by: Susan N.
Share:

Time Travel Tactical RPG Reptilian Rising Launches on April 23 for Steam and Nintendo Switch!

March 27, 2026 | British developers Gregarious Games and Robot Circus, together with independent game publisher Numskull Games are proud to announce that turn-based tactical RPG with claymation visuals Reptilian Rising will release on April 23 in digital format on Nintendo Switch and Steam.


The timeline and everyone in it (that includes you) is under siege! Confront the Reptilian Rising, bring retro miniatures to life on battlefields across time. Fight against The Ouroboros through seven time periods, recruit the best of humanity’s heroes, and upgrade your favorites for the fight ahead. To accomplish this mission, players will take the role of recognisable faces, from heroes like Winston Churchill, Cleopatra, Albert Einstein and many more as they battle against an army of reptile monsters, like a three-headed fascist dinosaur, the Tri-Cannon - a triceratops mashed with a minigun and a legion of scaly sociopaths.

“In a world that plays it safe… I didn’t! No filters. No compromises. Just a childhood dream I refused to let go. Reptilian Rising.” - Greg Hall (Gregarious Games)


Open the door, get on the floor, everybody shoot the dinosaur

As if talking dinosaurs and flesh-hungry lizardmen weren’t bad enough, your time-traveling heroes will have to battle a weird, wild army of invaders. Malevolent Manborgs, lethal Lazer Raptors, the terrifying Tri-Cannon (a bogus hybrid of Triceratops and minigun), and the diabolical Dictatorsaur.


Great Scott! Dictatorsaur!?

With three of humanity’s worst villains sharing one giant dinosaur body, you’ll need the best our species can muster to even the odds. Call up heroes from the dawn of history like Julius Caesar (et tu, Reptiles?), medieval masters of war, like Robin Hood (take from the rich, shoot arrows at dinosaurs) and great minds of super-science like Albert Einstein - all things are relative, but we’re kicking the reptiles out of this family gathering!

Time After Time

There’s more to time travel than hopping in a DeLorean, phone booth, or retro police box. In Reptilian Rising you’ll use time energy on time-twisting abilities to throw the Reptilians for a loop. Create clones of your troops, call in reinforcements (we’ve got Scarface on speed-dial), or create time-gates to rush your heroes across the map double time.

Do The Evolution

If you can turn the tide without causing a temporal paradox, you can replay missions to tackle bonus objectives, hop between time periods to uncover secrets, and more.


Digital Edition Prices:

Game only (eShop and Steam): $29.99 / £24.99 / €27.99
Game + OST download code + Visual Novel eBook (only Steam): $39.99 / £29.99 / €34.99

About Numskull Games

Since 2019, Numskull Games has established a worldwide physical and digital game publishing label. Launching and curating games from both new and veteran development studios as well as international games publisher partners, Numskull Games publishes titles across all major gaming platforms. Additionally, by utilising the infrastructure and resources of its sister companies Rubber Road / Numskull Designs, Numskull Games creates unique and compelling Collectors' Editions for its elite releases.

About Gregarious Games

Born into a family of visionaries who built Europe’s LARGEST shopping mall and turned Newcastle United into the “Entertainers”, Gregarious Games have been channeling a childhood dream and a lifetime of bold moves into carving out a legendary path in the gaming world.
Article by: Susan N.
Share:

Dread Delusion - Xbox Series X|S Review

Dread Delusion developed by Lovely Hellplace and published by Dread XPXbox Series X|S review by David with a copy provided by the publisher.

Estimated reading time: 8 minutes



Oh how I do love the depth of retro style games we find ourselves inundated with from the independent development scene these days. From pixel art souls-likes to King’s Field clones, and everything between and adjacent. 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.

 

Pedro Pascal really is in everything these days


Like some of the most iconic RPGs of our time, you wake up in a cell, with no explanation of your crimes. The state, in this case The Apostolic Union, decided that you were guilty, but that they had a job for you to earn your freedom. So opens Dread Delusion, though I think the visual storytelling of a desiccated corpse in one corner of your cell and piles of unspecified but easily concluded piles of brownish filth in the corners really sells it in this one. You are Prisoner XVII. No name, no face, just a convict in rags sent to capture a renegade holed up in a fortress your side’s army has been failing at taking up ‘til now. You’ll find plenty of dead Inquisitors to demonstrate the depth of the problem too. You’re given this task by your army’s High Confessor, also a criminal of the Union, her crimes resulted in her placement inside a torture device of a mechanical exoskeleton, and she’ll tell you more about it later.

Predictably, your mission results in your failure to stop the woman you’re chasing, but you succeed in capturing their fortress, which you will return to repeatedly throughout the game. Inside this fortress is a bedroom with a save crystal, allowing you to manually save your progress (there are autosaves occasionally), as well as a functional bed, because exhaustion in this game exists and affects everything from your stats to your stamina bar. Not all beds are accessible, so it’s good to take note of where they are, because that fatigue harms everything. At this point, the game will have a tutorial for you on everything but the crafting system, so you’ll be fairly used to the d6 roll that determines lockpick success and been introduced to the secret location system. But if you want to find everything, keep that lore skill up and always look for things that appear askew. If your reticle changes on an object, click it, always. 

 

Death’s Veil might be my favorite alchemy ingredient in fantasy gaming


Touching back on my love for the indie dev environment we find ourselves in these days as gamers, I wanna talk about where this game came from for a minute. Because of the prevalence of mushroom forests and starting out as a prisoner, this game gets a lot of comparisons to Morrowind, but I don’t feel that’s quite a fair comparison. Morrowind was the third game in a beloved RPG series from a major game developer, and the scale of the game as well as how you explore and how much there is to do reflect that. While it’s likely the developers also were Morrowind fans, the game wasn’t made to reflect that particular piece of media, but as an homage to an even older era of gaming. Dread Delusion first came to this world with the demo being a playable part of Haunted PS1 in 2020. We finally saw a full game release on Steam in May 2024, and now we have our console release. I love to see it.

The real mission of the game is to track down former members of the Dark Star Mercenaries, trekking across the Oneiric Isles to find them. Forty years ago, a war against the gods was fought, with communities rising up and killing their patrons after centuries of horrific deals made with these eldritch horrors, exchanging living sacrifices for harvest quality and the like. These communities formed the Apostolic Union, from whose navy split the Dark Star Mercenaries and Vela Callose was branded an enemy. You learn over the course of the game that her goal involves heading to the Underlands for an artifact she believes will fix the world. 

 

Love the long distance views in this game.


The setting is absolutely delicious too. It’s referred to as The Oneiric Isles, a cluster of islands floating far above the surface of a ruined planet, held aloft in their ever shifting positions by a “Neutron Star.” Your first location after taking over Blinding Light is the village of Pwyll, which serves as a sort of gateway to Hallowshire, the only Union affiliated of the three major zones. Corresponding with three of the four former mercenary leaders you need to track down is Jack Basalt, the first of the four, who is waiting for you in The Wobbly Noggin ready to send you after the remaining three: The Emberian, who has been spotted in Hallowshire; Caxton Frost has gone to his homeland in the Clockwork Kingdom; with The Endless Duchess fittingly being found in the Endless Realm.

While Hallowshire is more of what you’ve experienced so far, just at a higher level with the expectation you'll be familiar with the mechanics by then, the other zones are QUITE a different vibe. The Endless Realms are a culture of people who never die even as their flesh rots from their bones. Many in the realms have sealed themselves in tombs to simulate death as they prefer it to the alternative. The Clockwork Kingdom is an automated monarchy with a mad king at the helm, causing a whole different level of chaos as even the weather is affected by its artificial whims.

 

The absolute realism of some of these characters just gets me right in the soul


You can buy property, upgrade it to your tastes, and investigate spooky mysteries while you search for these missing mercenaries. Melee combat as usual is the easiest to get the gist of, but stealth and range are my favorite to approach problems, using magic in a pinch for offense and to make my escape. More than combat will kill you in this game though, as falling off the floating islands is a constant peril. Death is not the end though, as you're snatched from its jaws each time through a mechanic I won't spoil the details of, but finding the respawn points hidden around the map was interesting as I tumbled repeatedly into the abyss after misjudging a jump. You will absolutely miss jumps, especially if you're searching for as many Glimmers of Delusion as you can to level up.


Immortal librarians never forget your late books

Travel is a bit of a slog early in the game but improves. Your walk speed is slow, but sprinting has some decent time to it before your stamina is empty, and the regen rate is pretty solid. As you progress and unlock The Erudite Academy, you'll open up teleportation chambers. You'll find magical portal mirrors and remember where to find them, you'll even eventually get your own airship! And all of those are good, because your ever increasing skills will have you backtracking to explore areas you couldn't open at lower levels, all the way back to Blinding Light at the beginning of the map. There is no map-based fast travel, all of it is in-world and directly experienced. There's barely a map, truth be told, as you have to make it. One of the early quests is from a cartographer you find in a tent on a raised platform, and you'll find these in each zone to turn in completed portions of the maps, but using the map at this point relies on you knowing where you are in relation to landmarks. Once you have a compass, your magical map shows your position on it and tracking your movement becomes that much easier. The playable area isn't small by any means, or at least doesn't feel so with how much there is to do and explore, but its not so big that you'll spend noticeable portions of time just traveling.

 

Immaculate vibes every time we find a key NPC



Dread Delusion is an impeccably flavored multi-course meal for those who appreciate modern RPG depth, retro styles, and simplified gameplay. With memorable characters, well written storylines, a beautifully crafted world, and a rewarding sense of exploration, Dread Delusion has me endlessly hungry for more.


Score: 10 / 10



Share:

Find Meaning a Character Driven Storytelling Journey of Two Mages

Istanbul, Turkey, March 27, 2026 | Indie developer Maypole Games has unveiled Foundlings, a pixel-art RPG about two mages seeking redemption in war-torn 12th-century England, alongside its first announcement trailer.


The game combines character-driven storytelling with intricate real-time spellcasting, set in a fractured world shaped by civil conflict and forbidden magic.

A Story of Guilt, Growth, and Humanity

Set during the Revolt of 1173 against King Henry II, Foundlings offers a grounded yet mystical take on medieval England.

Apprentice healer Agnes and ex-executioner Frant are arrested for unsanctioned magic and tasked with investigating a rogue mages’ guild behind growing unrest. Their mission quickly expands beyond its original purpose, carrying them through villages and wilderness marked by unexplained disturbances, where they uncover desperate lives, harsh truths, and the consequences of unchecked power.

Through branching dialogue, moral dilemmas, and evolving relationships, players shape each encounter and influence not only the outcome of the investigation, but also the bond between Agnes and Frant, and ultimately who they become.

“This is not a story about saving the world. It’s about surviving it, and finding meaning within it.” – Alper Yilmaz, CEO of Maypole Games.



Spellcasting Reimagined

Drawing from medieval science and philosophy, Foundlings features a spell-driven combat system that blends real-time action with tactical depth.
  • Dynamic Spellcasting System: Combine conduits, scrolls, and potions to craft and execute spells in real time.
  • Hybrid Combat Design: A unique blend of action and strategy inspired by classic RPGs.
  • Dual Character Control: Switch between Agnes and Frant, each with evolving behaviors and abilities.

Harmony, Knowledge, and the Occult

Magic in Foundlings is shaped by knowledge, balance, and observation of the natural world:
  • The Four Humors System: Balance blood, phlegm, yellow bile, and black bile to stabilize emotions and unlock power
  • Celestial Influence: Align spells with planetary movements to enhance their effects
  • Paths to Mastery: Study liberal arts like rhetoric and theology, and delve into alchemy and occult practices


Key Features

  • A Heartfelt Tale of Hardship
    • Guide two outcast mages during the Revolt of 1173. Every choice shapes life, death, and redemption.
  • Real-Time Spellcasting
    • Experience tactical planning with real-time spell execution using conduits, scrolls, and potions.
  • From Novice to Initiate
    • Study medieval disciplines, practice alchemy, acquire conduits, and craft new spells to build your personal spellbook.
  • Maintain Inner and Outer Harmony
    • Manage the fluctuations of the four humors to maintain balance and influence your emotions. Observe the skies and synchronize your spellcasting with planetary movements to enhance your power.
  • Explore a Ravaged Medieval Land
    • Journey through a war-torn 12th-century England filled with mystical forests, forgotten battlefields, and ancient burial grounds.
  • A Living Narrative World
    • Meet nobles, peasants, scholars, and fellow outcasts. Shape your relationships through choices, knowing that not every outcome is yours to decide.
  • Lush Pixels with Light & Shadow
    • 16-bit aesthetics merge with modern lighting techniques for a world rich in atmosphere and detail.
  • A Captivating Soundscape
    • A soundtrack blending progressive rock, ambient music, SNES-era inspiration, and Balkan and Middle Eastern influences.



About Maypole Games

Maypole Games is an independent studio based in Istanbul, dedicated to creating story-driven games that resonate with players at a deep emotional level. As a small and diverse team built on strong cross-cultural bonds, we focus on crafting meaningful interactive experiences that blend thoughtful game design with deeply personal storytelling. Foundlings, a story-driven RPG about the lives of outcast mages in 12th-century England, is Maypole's first commercial title. It is slated for release in 2026.
Article by: Susan N.
Share:

Experience Parenthood Through the Eyes of Unique Puzzle Game in Escape the Baby Alarm's Demo

Aarhus, Denmark – March 24, 2026 | When Danish mother and game developer Julie Normann Bjørnskov became a parent, she realized something was missing from the games she loved. Parenthood, especially motherhood, was rarely portrayed as a real, complex experience. With Escape the Baby Alarm, she set out to create the kind of game she couldn’t find. Now, she invites players to get a sneak peek of her work through a public demo on Steam.


Escape the Baby Alarm is a short, relaxing puzzle game built around escape-room inspired challenges. It’s an honest and cozy take on the chaos and love of early parenthood, reshaping the noise, mess, and constant mental juggling of the first year into something calm and playable. The game is coming soon to PC and mobile.

“Escape the Baby Alarm is a personal and heartfelt project for me,” says Julie Normann Bjørnskov, creator of the game. “It’s my way of transforming the messy and beautiful reality of parenthood into something playful and interactive.I’m creating it not only because parenting is an important theme that deserves far more space in the games industry, but also because it’s creatively irresistible. Parenthood is full of unexpectedly funny moments.Those moments translate surprisingly well into gameplay. For me, this project is about honoring those experiences and turning them into something warm, relatable, and joyfully playable.”

Escape the Baby Alarm’s story unfolds through a series of hand-drawn scenes where players solve visual puzzles inspired by everyday life as a new parent, from stepping on rice in their socks to facing the quiet fear of not doing well enough, both practically and emotionally. The experience moves through the many layers of becoming a parent and builds toward a confrontation with the “Am I a Good Mother?” monster. Blending an interactive comic style with classic point-and-click gameplay, the game creates a calm narrative space where small clues are woven naturally into the visuals.

Key Features

  • Short, relaxing puzzle experience
  • Escape-room inspired challenges set in everyday family life
  • Hand-drawn scenes filled with small, visual clues
  • Puzzles drawn from real moments, from rice on the floor to tired mornings
  • Calm gameplay with no time pressure

A playable demo of Escape the Baby Alarm is available on Steam. Julie invites parents, and anyone who enjoys wholesome puzzle games, to wishlist the game and follow its development to stay up to date.


About Julie Normann Bjørnskov

Julie Normann Bjørnskov is a Danish game developer with a background in interactive design. Her creative practice spans illustration, animation, sound, music, graphic design, and game development. She began making games after returning from maternity leave, initially creating titles for the Playdate console. Her debut game was staff-picked in the Playdate store, featured in Wholesome Direct, and received the “Leap of Faith” game award. Through her work, Julie explores parenthood as an honest, emotionally real theme in games.
Article by: Susan N.
Share:

Dominate the World Through a Carefully Planned Geopolitical Clash in Realpolitiks II on Xbox

The strategy title from Polish studio Jujubee S.A. was first released on PC. The Xbox Series X|S version was prepared and published by Ultimate Games S.A.


Grand Strategy Meets Modern Geopolitics

Realpolitiks II is a real-time strategy game set in the modern world, featuring three distinct campaigns. The title belongs to the grand strategy genre, where players manage an entire country. Players can lead one of over 200 modern countries, choosing any strategy on the path to world domination.

Gameplay focuses on economy, diplomacy, warfare, and technological development. Realpolitiks II also stands out for its high level of accessibility, even for new players.

With an extensive economic management system, players can implement new infrastructure projects, invest in innovation and technology, and shape trade policy. The same degree of freedom applies to political systems and diplomacy.


The game also features military conflicts, where players have full control over their units. It introduces new mechanics related to espionage activities.

Gameplay is enriched by random events. The developers have prepared over 1,000 events, from minor provincial issues to a meteor threatening humanity. As a result, each playthrough is unique.

Realpolitiks II - Key Features:

  • grand strategy set in the modern world;
  • economy, geopolitics, diplomacy, conflicts;
  • over 200 countries to choose from;
  • advanced development and technology system (700 projects);
  • over 1,000 different random events.

The release date of Realpolitiks II on Xbox Series X|S has been set for March 19, 2026.
Article by: Susan N.
Share:

Modulus: Factory Automation - PC Review

Modulus: Factory Automation by developer Happy Volcano and publisher KwaleePC (Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 9 minutes

From the creators of You Suck at Parking and The Almost Gone comes a new factory game called Modulus: Factory Automation. Since Happy Volcano has dipped their toes into a couple of different genres, fans of the factory building games were sure to be interested in another entry to it - especially if it offered something unique. I mean, factory games are rather addicting! And frankly my initial impression of Modulus: Factory Automation is quite positive. 

But before we go into that, I want to quickly talk about the game Shapez since I do compare aspects of Modulus to it. So, if some of you are unfamiliar with the title, I will explain a bit so we are all on the same page. Your task is to make different shapes out of a few starting ones like circles and squares. These circles are made out of four smaller units with one rounded corner and the squares are simply made up of four smaller squares. With those shapes you have to chop them, paint them, and reassemble them into new shapes that you have to send into the center - the shipping point. In order to chop the initial shapes and paint them, you will have to place buildings down that perform the functions you need. This is important to know because the factory building process is similar in Modulus.


With that out of the way, we can continue on. At first one might think that Modulus is just another factory game where you put down miners on Polyrock, your main resource, and link those to machines with conveyor belts. However, there is a little bit more at play here. Unlike other factory games where players choose the item they wish to produce by erecting smelters and assemblers to craft the final products (for example, a motor), you instead create pieces of a puzzle through the use of cutters, assemblers, and painters - similar to the Shapez games. And as such, the game focusses less on the technicalities present in other factory games where machines have varying cycle times depending on the item, and it instead focusses on crafting parts efficiently within a fixed sized area. 

Aside from the above, you will note that Modulus is unique because it cleverly combines aspects of building design from Shapez and factory design from games like Satisfactory or Factorio or Dyson Sphere Program. However, another difference between all of those mentioned titles, is Modulus restricts your building space where the others generally do not. And although you have unlimited resources at your disposal, you will have to buy more islands (again similar to Shapez) to have access to other resources needed to complete your objectives. 


Because Modulus is set up to produce a final product by slicing cubes into smaller sections, the challenge comes from figuring out the best way to achieve that. At first, you will need to construct pieces to assemble a new floor of a building, but over time you can begin production of optional parts to be sent to the Delivery Dock for research points - again similar to Shapez - and if you send enough parts, you will gain access to new cosmetic items. These research points allow you to upgrade your factory by increasing the speed of conveyor belts or unlocking larger building to produce more parts. 

The research tree itself lets you unlock new buildings or capacity increases. But before you can unlock some of the upgrades, you need the correct data cubes and the required level to attain them. Players cannot simply full ham the game without hitting those targets even if you have the right amount of research points to do so. Once you hit the requirements, Modulus becomes your oyster since you are not restricted by a time limit nor creatures attempting to complicate your progression. Thus, you can work as quickly or as leisurely as you wish with no penalty.   


On the topic of research points, you are going to need to expand to different islands since the Hexacrystal to make blue pigment isn't available on the first island. Blue paint is used to color parts that you will put together in an assembler. This is necessary to progress further into the game. Later on, you will have to get some yellow pigment as well. Though, you don't begin with access to all of the islands. You will have to buy an island with the resources you need in order to fulfill your delivery targets. And if you're wondering, in order to get those new objects over to the delivery dock you will require the use of skylines. The skylines are essentially conveyor belts that travel over large gaps similar to bridges.

Now, the challenge of Modulus doesn't lie solely within the creation of parts, it also relies on how you lay out your factory because each island has a different layout. Some of them will have polyrock and hexacrystals whereas others only have polyrock. It's important to also note that each island can have unique resource locations that can make for some interesting games of tetris lest ye fall to the spaghetti gods of factory building games. Ask me how I know ;)


Once you get to blue research items, you'll be able to unlock blueprints which will make factory design much easier. Since you don't have to worry about some of the specifics, it will be easier to improve efficiency when you start needing more colors to make parts. And I don't even want to think about the parts that require yellow paint...

Now, we've talked a bunch about gameplay, but we haven't talked about anything else like the graphics or the UI or the overall experience of the game. At first, I was enamored about how easy it was to place operators down to get a nice production line going. It's even easier to delete a whole section and start anew, especially once you unlock other useful items like the splitters. Another amazing feature is the ability to seemlessly switch between operator functions and directions. For example, the splitter and the sorter are both located on the number '3' on the keyboard. Pressing the key once gives me the splitter but pressing it a second time switches to the sorter. 


One of the handy aspects of the UI is it's overall design. Aside from the above mentioned feature, there are a couple of tabs that you can switch between to place operators for specific block productions. The first tab is your all purpose hotbar with conveyors, splitters, sorters, cutters, assemblers, and stampers. On the second hotbar tab are all the operators used for production of the white and black pieces. The third tab is the same as the second but are buildings that require parts that have some blue paint. The fourth tab covers all the buildings required for the production of parts with yellow paint. The final two contain decorative blocks that you unlock through the delivery of parts. 

While we are on the topic of the UI, I really love the fact that everything is easily displayed without cluttering up the screen too much. On the left hand side of the screen you will see your objectives and the hotkeys to copying sections or deleting operators and conveyors. On the right, you will see a small graphic of each piece you have pinned to the side so that you can craft them more easily. This means you won't have to memorize how one is supposed to look. And if one of the pieces you need to make is in a set, as they often are, you can press one button to pin all three of them instead of manually doing it. This makes building your next project part more easily than other factory games.


At the top of the screen on the left displays your current rank and experience level. Next to that are four crucial buttons which give you statistics on your progression in the game, how many parts drones you've delivered, what the next challenges are in order of difficulty, and the tech tree. Each page gives you enough information on what you need to do and need to focus on so that you can achieve your goals. And as time goes on, a mysterious entity will communicate with you. This entity gives you a couple of additional tasks that will take quite a bit to solve, not to mention a sizeable amount of research points to unlock!

Modulus also has a bar that displays how many research points you've acquired which makes it easy for you to build up while you are working on the next project you have going on. But one of the aspects I enjoy about the game beyond everything I've already talked about is the ability to switch between the day time and the night time. I love this button in particular because Modulus looks stunning at night time. Each building is designed in such a way that you can physically see where some of the parts will go to make the walls of the buildings. And all of the buildings have different lighting that will turn on when the night sky has revealed itself. As such, I've taken a number of screenshots just because of how beautiful the game looks.


Overall, I adore Modulus for so many reasons. I like figuring out how to craft the parts to erect buildings. I love the mechanic of having to buy other islands in order to expand your operation. I love that there is a mysterious entity that gives you a task or two that will take quite a bit of work to complete - and I'm curious as to what the story is behind the entity. And I love how easy it is to dive right into the game because you can quite literally lose yourself for hours putting together the perfect production line. It doesn't hurt that the robots you create are rather cute!

In fact, while I know that some of the production gets to be a little dull due to repetition of parts, I am rather impressed with Modulus. It scratches the itch of solving puzzles without a complicated storyline or high stakes. You can boot up the game at any time and continue where you left off without scratching your head each time. I will lose a ton more hours to this game as a result, and that is what I call a good thing. Thus, my overall rating on cute robot production, intrigue about the entity, puzzle solving, and stunning graphics, Modulus earns an easy 9 out of 10.

Score: 9 out of 10


Share:

Dracamar Postponed Launch Date Due to Technical Difficulties

March 24, 2026. Barcelona | Independent developer Petoons Studio announces that its 3D platformer inspired by the classics of the late 90s and early 2000s, Dracamar has postponed its launch for PC and consoles due to technical issues, the game is still expected to arrive in the coming weeks. 


"We want to apologize to the community for this delay, and want to confirm our compromise with delivering the best product possible to players. The whole team is working really hard so all audiences can enjoy Dracamar as soon as possible" - Sergio García (CEO and Cofounder at Petoons).

Set in an archipelago of beautiful Mediterranean islands, Dracamar invites players to embark on an epic adventure to fight King Crad, the evil dragon who wants to conquer the world. Run, jump, and fight to rescue the magical Okis! Dracamar will immerse us in a story with positive values and a welcoming experience. The game portrays a lifestyle in harmony with nature, based on friendship, generosity, and unity.

FEATURES

  • Explore a colorful world of islands with eye-candy visuals!
  • 3 playable characters: Caliu, Foc and Espurna.
  • 15 regular levels and 5 bonus levels full of enemies, traps, challenges, and puzzles.
  • 7 Unique and Challenging Final Bosses.
  • Discover all kinds of hidden medals, challenges, and collectibles.
  • Designed to delight and challenge players of all ages and skill levels.

Friends that travel together, stay together!

Travel and explore all the islands and free the Okis. Collect Moki-balls and use their energy to rebuild the bridges and connect the islands again.

From the shores of the Mediterranean Sea to the Pyrenees Mountains, this epic adventure shows how great life can be when we all have the support of our community.

Heroes come in all shapes and sizes!

Meet Iko! who is a very special Oki. He will follow you on your adventures and help you defeat King Crad with his magical powers.


Useful Links:


About Petoons Studio

Petoons Studio is an indie game studio founded in Barcelona in 2017 that aspires to create games and unforgettable worlds where players can live great stories with endless potential to grow in any media. Petoons Studio is an experienced creator of kids and family games for PC and consoles for the most popular brands in the world: Peppa Pig, PJ Masks, Bratz, and Monster High, among others.
Article by: Susan N.
Share:

The Planet Crafter 2.0 Update Available on Steam with New Items and Gameplay Improvements!

April 6th, 2026 | Two years after the full release of Planet Crafter, we wanted to take some time to improve multiple things to make the game as beautiful and enjoyable as possible, for new and returning players!


  • New content: a new biome on Prime, improved biomes, new decorations to build, new portals locations, etc...
  • Improved graphics: better skyboxes, terrains, vegetation and water shaders. Evolving real visuals of planets in the sky.
  • New features: Third person mode, jetpack for rover, ...
  • Improved performances: RAM reduction, CPU/GPU improvements, ...
  • Improved gameplay: improved rover drivability, better construction snapping, new animal creation UI, lots of quality of life features, ...
  • Community requested features: usable beds, rounded glass floor, teleporters list sorting, ...
  • and a lot more!


This update should be compatible with all your previous saves. Restart Steam and delete any mods if you have any issues.

Our small team sincerely hope you like this new free update!



Stay in the loop

As always, don't miss any information about Planet Crafter and Miju Games:

See you soon, and happy terraforming! Amélie for Miju Games

Short Change Log List (See the full list on Steam)

  • Planets in the sky are now the "real" other planets of your solar system. Their visual will change depending on their terraformation values.
  • Prime : Added a whole new biome (search west of the map)
  • Prime : Improved multiple biomes & reduced texture clipping
  • New shaders : Vegetation, terrains, sky, water and waterfalls


New items:

  • Locker, shower, toilet, arcade machine, vending machine, lava lamp, aquarium tube, water life wall (found in portal wrecks)
  • Rounded glass floor (Unlocks on prime with pressure)
  • Genetic Synthetizer now allows to visualize the animal before creating it
  • Humble : Improved some biome with more starform robots, added a wreck
  • Selenea : Added a new cave and a new aluminium biome. Added waterfalls.
  • Improved rover to make it more grounded and more drivable
  • Added the ability to lay in bed. In single player it will save the game and restore day time
  • New environmental and changing sky events
  • New screens on containers that display the first item inside it
  • Added 2 new rooms to procedural wrecks : Pool and Arcade room
  • Performances improvements (gpu, memory & cpu)

Building

  • Improved foundations snapping to pod doors
  • Improved stairs snapping to pod doors
  • Improved building in the megadome
  • Improved launch platform placement
  • Better tutorialization & explanations
  • Icons for 0², life and thirst now blinks when low
  • Blueprints chips can now be deconstructed, gives circuit board
  • Improved construction menu
  • Increase toxic container capacity from 72 to 80
  • Fixed issues with recipe pinning. Pins are now partially hidden when opening a menu to avoid overlaps
  • Fixed issue with drones not moving to another drone station if the assigned one is full when reached
  • Newly constructed genetic extractors will now have 15 inventory slots
  • Increase chips models size to avoid problems when dropping
  • Changed planet visualization of Humble (more red than before)
  • Improved default gamepad bindings
  • And More!


Article by: Susan N.

Share:

Random posts

Our Streamers

Susan "Jagtress" N.


S.M. Carrière

Aldren



Affiliates

JenEricDesigns – Coffee that ships to the US and Canada

JenEricDesigns – Coffee that ships to the US and Canada
Light, Medium and Dark Roast Coffee available.

Blog Archive

Labels