• 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.

  • 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.'

  • WWE 2K26 - PlayStation 5 Review

    This latest iteration in the WWE 2K series does exactly what you’d hope for from an annual franchise. WWE 2K26 improves upon a solid foundation by making smaller, calculated improvements and providing an insane amount of content.

  • 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.

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.
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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



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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.
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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.
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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.
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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


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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.


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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.
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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.

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People of Note - PS5 Review

People of Note by developer Iridium Studios and publisher Annapurna InteractiveSony PlayStation 5 review written by Jim with a copy provided by the publisher.

Estimated Reading Time:  11 minutes. 


Not many people know that I love musicals from movies like The Greatest Showman and Repo! The Genetic Opera. I love musical plays like The Phantom of the Opera and Sweeney Todd: The Demon Barber of Fleet Street. I loved games like Rhapsody: A Musical Adventure, and of course, I love music in general. After playing the People of Note demo, I knew I had to play the full game.

You play as a pop singer named Cadence who wants to become the next big pop star in Chordia, the City of Pop. The boy band Smolder has won it for the last few years and is all everyone in Chordia can talk about. To become the next big singer, Cadence enters Noteworthy, a type of competition, but when she is told by commissioner Sharp she isn't good enough, Cadence goes on a quest to make her music better by forming a band. The story evolves from this challenge into a dramatic quest to save the world, keeping me engaged and eager to see how it unfolds. 

I fell in love with all four of the main characters. There is, of course, Cadence, who represents pop; Fret, the old-school rocker; Synthia, an EDM DJ; and Vox, a rapper. The cast is really good. Heather Gonzalez plays Cadence perfectly, and even though the singing is by LEXXE, they sound so much alike that I didn't even realize they weren't the same. Erika Ishii voices Synthia, and Amanda Angeles does the singing for Synthia. It was easy to tell that the singer's voice didn't match Erika Ishii's, but I still enjoyed it. Fret is voiced and sung by Jason Charles Miller, who some may know from his singing in the Metal Gear Rising: Revengeance song Rules of Nature among other things. And lastly, Vox is voiced and sung by Mansa Wakili, who, honestly, I have never heard of, but he plays Vox like a pro with good rapping. That is just the four main characters of the game; The other minor characters are just as amazing voice actors and singers!


People of Note is a turn-based RPG with some music thrown into the battles. The battles play a little differently from a traditional RPG, where a turn is called a "stanza". During a stanza, you can act with any of your characters first and then all of your enemies. There is a bar at the bottom of the screen that shows how many actions you have, and each character can act once and has to wait. You can sometimes act more times than you have active characters in a stanza. Once you use each character once, you will be able to use any character again. Using an attack or skill will bring up a rhythm mini game where you hit X when two circles meet, like in lots of other rhythm games. If this isn't to your liking, you can turn it off in the options menu. The better you do, the more damage the attack will do. Using Skills uses up BP. Each stanza, you get one BP, but you can rest instead of attacking or using a skill that will give two BP and acts like a defense in other games, as it raises a character's defense. A neat feature of battles in People of Note is that each stanza will have a music style or sometimes none at all. Using a skill or attack with the character who matches the style of music will increase the power of that attack or skill.

You get to see what is coming for the next few turns so that you can plan ahead. Once Cadence becomes closer to her bandmates, they will unlock Mash-ups. Every time one of the bandmates takes damage, their mash-up bar will go up, and once both bandmates' bars are full, they can use a special skill that will deplete their mash-up bar, but is a useful skill that can be very powerful or do things like heal everyone. Mash-ups will then change the music's style for the rest of that stanza to match the bandmates who used the mash-up. One thing I didn't like was that every boss battle starts with them using a skill called mash-down, which takes the bars down to nothing. If you were saving it for a boss, it won't let you use it. I have used this tactic in other RPGs with skills like this, and it's a bummer that they make you raise the bar again, and most of the time, the battle didn't last long enough to get a mash-up. The party is healed after every battle, so there are no battle items like potions. Boss fights also have a timer; the longer you take, the higher the "crescendo" bar rises, and the stronger their attacks become, adding a new challenge to bosses.

People of Note handles random battles a little differently than other games. Instead of walking around and a random battle starting, you have to press Triangle, and it will ask if you want to start a battle. Winning battles awards you with experience, groove (money), and AP. It's a good way to farm for levels or AP. There are still some battles that are not random that start by running into the enemy on the map. They stand there and don't move, but you have to defeat them before you can move on. Another thing you get from battles is vinyls. Each area that has battles, let's call them dungeons, has its own vinyl that you can trade to an NPC in each area for items like new equipment or songstones. It gives a reason to use that random battle feature if you want decent equipment you can't get anywhere else. 


Characters gain skills by equipping songstones to their weapons, which are also their instruments. Each instrument has its own songstone graph. Stronger instruments allow more songstones to be equipped. This part was a pain. Every time you equip a new instrument, check the graph, as it changes what's equipped and the order in which they appear in the battle menu. Don't let muscle memory get to you during battles, as it did me a few times. At least you can change skills anytime you want outside of battles. You will also get remix stones you can attach to the graph to add things to the skills, for example, making attack skills stronger or healing anytime you use the skill the remix stone is attached to. The AP you gain from battles can be used to strengthen songstones that you have equipped. Each character gets their own AP. You are free to experiment with it, as there is no penalty for taking from and adding to the songstones you want; you even get all AP back if you unequip a songstone! You can buy new songstones and remixstones at shops and find them in chests.

As you explore, you will find NPCs who will give you puzzle battles. Each puzzle battle gives you predetermined equipment, songstones, and tasks you with doing things like winning a battle in so many stanzas. You're keeping everyone alive for so many stanzas, or doing so much damage. Some of them were difficult towards the end, but I managed to get them with time. Luckily, these are all optional, but they do give you experience and groove. Other things you can find that are optional are hidden owls you find by a shining spot on the ground. These owls are called "Weird Owl"; they look a lot like Weird Al and even play polka music when you encounter them. They give you trivia about the game, and if you get it right, you will get a feather that you can trade later on in the game. Again, these are optional, but they are fun to try to find and get all of them. I do love the nod to Weird Al, though! These are not the only nods to singers or bands. I saw a shop called 3 Stores Down. These little nods are all over the place in this game, and I love it. Also, there is a dog breed in the game called an Accorgion! Half accordian, half Corgi, that you can pet!

There are puzzles in the dungeons that, for the most part, I was able to figure out, but some of them were frustrating. Luckily, there is an option to turn off puzzles. This option helps if you've already beaten the puzzles but want to go back to look for anything you might have missed, or if you don't like puzzles. I'm not a huge fan of puzzles, but with trial and error, I was able to do them. You can also play the game with skippable battles, but I kept this option off; it's there for anyone who wants to hear the story or listen to the music.

For a game about music, and the devs went out and made fully animated music videos, having no option to rewatch them was a huge bummer. There are jukeboxes where you can listen to any song you have listened to, including battle music and world music, not just the musical songs. It's nice to listen to them, but I would have loved to rewatch the videos, and I have to wonder why they didn't think of this? Why spend all that time animating a song when you will only allow it to be viewed once?


Now, I did run into a few issues with the game that I hope are just early build bugs. I got stuck on scenery a few times and had to return to the menu and reload a save. There are a few times when, like above, I got stuck by falling off areas I wasn't even supposed to be able to fall off of. This glitch also happened about two times. Later in the game, I ran into an issue where the screen wouldn't transition views or would show a white screen. This happened a few times, maybe 2 or 3. Then, in one mini game, if you fail to win it, you cannot start it again unless you reload your save. I am hopeful these will be patched in a day-one patch.

Graphically, the game is pleasing. It looks hand-drawn with bright colors. Each City is based on a genre of music, and the colors and style match it so perfectly. Another nice touch is that each instrument (weapon) that you can equip to characters all look different. It's really noticeable with Frets guitar.

A game about music should have a good soundtrack. I'm happy to report that the music in People of Note is really good. From the score to the musical songs, they are all so good! There are a good number of musical songs, and I'm hoping they release the soundtrack at some point. I do wish the musical songs were a little longer; most seem to be under 3 minutes.


It took me about 30 hours to beat the game, which is a decent length for an indie RPG, but it wasn't long enough to fully tell the story of some of the characters, like Vox, who you get just before the halfway point. I would like to know more about the boy band Smolder or one of the main enemies, with whom I was expecting a big reveal, but nothing really happened with them. I hope the game does well enough that we get a sequel, because I fell in love with the game's characters.

Overall, People of Note made me smile from start to finish. I absolutely love the game's music, and I am so glad I got to play it. The story is decent, but not the best, but the musical songs more than make up for it. It's extremely rare to find games like this, with only two others coming to mind off the top of my head. They added too many puzzles toward the end. To me, it was to make the game seem longer, and I wasn't a fan of that, but other than that, I really enjoyed the game! So far, it might be my game of the year! The game's engaging soundtrack and musical themes really resonated with me, making it a must-try for music lovers.



Score: 8.75 / 10




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SAGA Barcelona Games Fest Coming in October 2026 Featuring Developers and Publishers!

Barcelona, March 19, 2026 | The organizers of BCN Game Fest, RetroBarcelona and SAGA Saló del Gaming join forces in a new yearly video game convention which aims to become the largest video game event for both professionals and gamers in Southern Europe, SAGA Barcelona Game Fest, which will take place on October 9, 10, and 11, 2026, at the Fira de Barcelona Montjuïc venue, the same 14000 squared meters space where other international innovation-focused events happen, like Mobile World Congress. The event will be structured so the 9th will be a day more focused on activities for industry professionals, and the 10th and 11th will be oriented to the general public, this way the goal will be to bring together industry professionals, development studios, video game publishers, content creators, and fans. Some of the most successful games, studios and publishers present in the 2025 are Larian Studios (Baldur’s Gate 3), THQ Nordic (Gothic Remake), The Game Kitchen (Ninja Gaiden Ragebound), Devolver Digital (Cult of the Lamb, Skate Story) and Undercoders with their highly anticipated Denshattack! 


SAGA Barcelona Game Fest has an expected attendance of 20.000 visitors for 2026, with a mixed approach that takes the best of the industry summit and a gaming convention models, the event aims to establish itself as the main gathering point for the video game industry in Southern Europe by combining activities for the general public with conferences, developer awards, and world-class networking opportunities for industry professionals.

In the industry professionals section, the event is expected to far exceed the estimated business transaction volume for 2025, which was €30 million. The organizers aim to host 1,300 business meetings thanks to the partnership with the MeetToMatch platform, with more than 300 companies and 5000 professionals attending. The game development oriented contents available will reach 50 activities: combining conferences, panels, and workshops, and it is expected to surpass the previous mark of 190 studios showcasing their games.

SAGA Barcelona Game Fest will include:

  • Video game exhibition booths with demos of new independent games.
  • Craft and handmade stands .
  • Merchandise sales areas. 
  • An esports and competition zone.
  • A large area dedicated to the promotion and preservation of retro video games.
  • A conference program, talks, panel discussions, workshops, and podcasts.
  • An area with family entertainment activities and a food court. 


At the same time, the event will also be a great opportunity for networking and exchanging ideas among industry professionals, and will provide visibility to emerging projects.

The organizers believe that this alliance will further strengthen the video game industry, as it will bring together in a single event studios, professionals, and companies that were already participating in one of the three conventions. This concentration can facilitate the creation of alliances and synergies between companies and industry stakeholders, and grow the presence of Catalan in video games: the language will be taken into account across the board in an event that will expand in booths, companies, attendees, and activities.

All the details of the trade show will be announced in the coming months.


Article by: Susan N.
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TR-49 By Inkle Headed to Nintendo Switch + New Book On the Horizon!

A voice is saying your name. A WWII-era machine, long hidden in a church basement, whirs to life. Through a crackling speaker, a man asks you to find a stolen book. He only knows the title. Time is running out. 


The machine, created by Bletchley Park engineers Cecil Caulderly and Beatrice Dooler, contains a vast archive of obscure books, letters, and journals fed in over the span of fifty years in an attempt to crack the code of reality. As their lives fell apart, the machine kept working.

Navigate the computer’s archive. Link its obscure texts and uncover its creators’ secrets. Communicate with the man behind the speaker to figure out your role in this mystery. Destroy the book at the core of the machine — before it’s too late.

Narrative Deduction

  • Deduce links through the archive to locate hidden sources.
  • Unravel the stories and unearth the secrets of the books’ authors and the machine's creators.
  • Map the archive and find the book that will rewrite the world.

Interactive Audio Drama

  • Talk with your handler at any time, creating a dynamic audio drama that responds as you explore.
  • Featuring the voices of Rebekah McLoughlin (The SCP Archives, Eternal Threads), Paul Warren (A Highland Song, Viewfinder, The Séance of Blake Manor) and Phillipe Bosher (Baldur's Gate 3, Doctor Who, The Hitchhiker’s Guide to the Galaxy).
  • Original soundtrack by Laurence Chapman (A Highland Song, Heaven's Vault, The Mask of the Rose).

Inspiration

TR-49 takes inspiration from narrative deduction games like The Roottrees are Dead, The Return of the Obra Dinn, Type Help, and Her Story, and from audio dramas like The Magnus Archives and ars PARADOXICA. 

Written and created by the award-winning team behind Heaven's Vault, Overboard!, and A Highland Song.


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Otome Daoshi: Fighting for Love - Nintendo Switch Review

Otome Daoshi: Fighting for Love by developer Idea Factory and publisher Aksys GamesNintendo Switch review written by Natasha with a copy provided by the publisher. 

 
Estimated reading time: 5 minutes

*Someone barges into the room* 

“Nyx, we have a situation!” 

*I turn wearily towards my boss as my hands stop clacking against the keys of my keyboard*

“Are they releasing another wave of angsty Otomes again? I don't think I can take another moment of Carol mumbling about ''bittersweet endings'' for another year. The memory alone has my migraine itching to return."

“Negative, it's actually a Rom-Com!” 

That news alone had me jumping from my chair. It's been ages since I last wrote about a Romantic Comedy. My body buzzed with excitement.

“Don't worry boss, I'm on the case!” With a pep in my step, I hurried to grab my Switch, and I flew out the door in a hurry.

~

Duty Before Beauty

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. With her grandfather as her trainer, Shunlin dreams of being as good as him one day. However, during an annual fighting competition set up by the royal family, many Jiangshi (reanimated dead bodies) storm the event. It's up to her family and newfound, drop-dead gorgeous competitors to track down who is commanding the undead and killing off other fighters.

Only The Best Candidates

During your playthrough the story starts at the beginning of a festival. There are many vendors selling food and trinkets for the local people of the Kingdom, but that's not what everyone is in a buzz about. It's also the annual Fighting Festival and the game does a great job at introducing our competitors and future bachelors. Ladies and Gentlemen, let me introduce today's line-up:


Haoran {VA: Sakata Shougo}

  • Non Sibling Onii-Chan

  • Overly Protective

First up is our (not related) Big Brother. If you're looking for someone who's been training by your side, a full-fledged Daoshi, and a constant worry-wart you may just find yourself falling in love with your short blue haired and tall long-time friend. Sure, you may have seen him as a relative for some time, but maybe it's time to push past that and see him for what he truly is: a man.


Longli {VA: Shimazaki Nobonaga (Olympia Soiree)}

  • Otherworldly Beauty

  • Break His Points (It's Worth It)

Second is not really a fighter, but don't let his frail looks deceive you. Working as an advisor to the king, this golden-haired, beautiful official is organized and prepared to fight for his kingdom. Anyone deemed a threat will be cut down by his hands. Maybe it's necessary to get his hands dirty? He might be hiding more than just good looks under that uniform.


Yuhuang {Ura Kazuki (Cupid Parasite, Olympia Soiree)}

  • Genki Got It Bad

  • Childhood Friend

Third in our line-up is someone from the heroine's past. A boy, with brown hair and eyes, who SHE used to protect, moved away, and has now returned to prove his worth. No longer the crybaby he used to be, he's there to show off just how hard he's been training to finally get the girl he used to crush on realize just how strong he is. But first, maybe he should brush up on how to talk to her, instead of screaming.


Shaowu {VA: Matsuoka Yushitsugu (Charade Maniac, Olympia Soiree)

  • Food First, Talk Later

  • Big Heart, Dark Past

Our final contestant is this broad shouldered, violet eyed, short red haired, hunk of a man who screams, "stay away". Not much for small talk, he prefers to communicate with his fists and ask questions later. Strangely enough, he's very polite and is willing to slow his pace to make sure you two are on equal grounds. If you're looking to dig deeper into this one's past, it may not be all sunshine and rainbows.


????? {Kobayashi Chiaki (Cupid Parasite, Olympia Soiree)


  • Man of Mystery

  • Hidden Past

What's that? A secret entry? Not much is known about our mystery man, but maybe with a bit of sleuthing we might discover an even BIGGER secret.


Forever Compelling and Light

Otome Daoshi to me was a breath of fresh air. It's been some time since I played a fast pace and shortened visual novel. Most are usually very lengthy with heavy plot and dialogue, but Fighting for Love guides you through the main story line quickly AND even gives you the opportunity to choose your LI (Love Interest). It's attractive in a quick and easy way.

Other things that I loved during my playthrough was how the main character was pretty girly, in the sense that if she saw a hot character she'd straight out call him out on it. My girl knows what she wants.

And to round off intense or important moments, the game would flip over to manga panels to really flesh out the scenes, which brought a smile to my fujoshi heart.

Leaving is such Sweet Sorrow


Overall, Otome Daoshi: Fighting for Love was a real good time. If you're looking for a quick and quirky romantic fix, this is the game I recommend playing. Comedic banter for days and silly scenarios to keep those cravings at bay. Don't worry, there is still enough angst to keep you on the edge of your seat. I'm happy to give this game a fighting score of 8.5 out of 10.

~

*Dark clouds can be seen from a distance*

“Seems those dark romance storms can't stay away forever, better get back to the office and gear myself up for the next wave of plot heavy story telling” I say as I pack my Switch up, sip the rest of my tea, and get ready to brave the storm.


Score: 8.5 / 10
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