SENARA: The Sacrament by developer and publisher Influsion Inc.—PC (Steam) review written by Pierre-Yves with a copy provided by the publisher.
Estimated Reading Time: 5 minutes
SENARA: The Sacrament - PC (Steam) Review
Rebels of the Solar Speedway Racing to Steam in 2027!
As humanity conquered the solar system, it abandoned its soul. Earth suffocates under the oppressive glare of the Church of the Holy Circuit, a techno-religious regime enforcing control through fear and mass surveillance. Across the galaxy, three ruthless MegaCorps—Ares Defense, Helios Genera, and Ceres Sustenance—enslave the masses in a brutal second industrial age.
GAME FEATURES
STEER A TEAM OF PILOTS ON THE DEADLIEST TRACKS IN THE GALAXY
MASTER TURN-BASED COMBAT: THINK TWO STEPS AHEAD
DEEP TEAM AND CARS MANAGEMENT
MANIPULATE THE STOCK MARKET: WEAPONIZE THE ECONOMY
PLAY A DOUBLE GAME TO FUEL THE REVOLUTION
ROGUELIKE RUNS
- 10+ unlockable player teams
- 30+ different enemy teams
- 15+ different cars, with different stats and systems.
- 30+ different weapons.
- 90+ different weapon modules, with each changing how the weapon works.
- 18+ tracks divided in 3 cups and random events.
- Galaxy Map to navigate from Earth all the way to the ultimate arena: The Solar Speedway.
KEY INFO
About Retroreactor
Article by: Susan N.
Echoes From Ciudadela - PC Review
Estimated reading time: 8 minutes
Echoes From Ciudadela is a first person narrative adventure taking you on a journey from a father's dying wish. This game is really immersive with puzzles that are from historic inventions of the past. You have a little of everything with these environmental puzzles with the past, present, and future intermixed. Your curiosity keeps you looking, fiddling, and figuring them out from clues found throughout the environment or in the journal left to Katari by his father. And there are downsides to this game as you read on.
A dying wish. From Ciudadela starts outwith Katari, the son, reluctantly driving up to the cabin to fulfill that wish. You hear Katari leaving a message for his mother, I presume, on his cellphone. Even though he’s driving on open country roads, I really think the devs should have had him thinking about the call rather than showcasing cellphone usage while driving because it’s distracting and dangerous.
The first part of this story takes place in and around the cabin. Katari remarks later that his father could have been more present in his life rather than becoming a hermit who was holed up in his cabin. While we are here we are led into the tutorial of all the skills Katari (you) will need for the part after spreading his father's ashes on the mountain, which is what ciudadela means.
Other than my playing Echoes From Ciudadela on an Ubuntu system, there were a few troubles throughout the tutorial. Before you come to the start new game menu screen you are shown a rotating icon for the game's autosave feature. I thought this very handy until I saw that there weren't slots for game saves, nor did it save exactly where I was when I exited the game. It didn't even show the save icon either while I exited the game! And should you start a new game, all progress is lost. Personally I would like to manually save the game myself as I sometimes like to mull them over the puzzles in my head.
First things first, arriving at the cabin where Katari settles in before heading out on the trek to find the spot to spread his father's ashes you exit the truck. You walk up to the cabin door to find you can't open it with an interactable keybind of the letter 'E' as you look at the door knob. You will need to do a simple search for a key to the front door. Next you are instructed to, "Find the generator to restore power to the house." There isn't any mention of needing a second key to open the power generator box, yet your clue is right there as you are looking at that box. No closing of the box door after completing the puzzle, so I am assuming it as a clue for how other puzzles are solved in this game.
As I was running around to find the generator, there was no bar or gauge to show stamina use nor indication on how long before you need to stop to gain it back. I guess I am used to that in Outbound and other games I play where there was a clear indicator. I find that most games now automatically have movement keys of WSAD and the spacebar for jumping. What changes are the interaction keys as in this game both 'E' and 'F' are used.
The first real puzzle in Echoes From Ciudadela comes in the bedroom and it wasn't all that hard. This is where Katari finds a Balearic sling which is an ancient artifact of his people. Looks pretty well kept though the first person view of it looks more like a set of bows. He remarks "25 years and you never taught me how to use this thing father. Guess I'll learn by myself." Usually it is carried in one hand by the two ends so the stone is released quickly. You can find the Spanish Balearic sling (on page 5) in this document of slings and their descriptions.
Next is Katari learning how to use the Balearic sling with him searching for a target to use outside. As you walk out to the workstation set up on the right side of the cabin (when you're facing the front door) outdoors you spy a hanging object that you figure will be good to practice on. As I was lining up my shot by holding down the left mouse button I noticed my cursor was just a small dot. I would love a crosshair radical for lining up my shots, please. As you fire away at it, on the third throw or so, depending on where you stand, you are prompted about needing stronger projectiles and to find them. I bust out laughing when Katari says: "Ok, round two you silly target."
There is no mention of putting away your sling after target practice. I did find out you can scroll through what you are holding during your search through the cabin, but still no way to put it away while walking around after that segment. When you break the target, your next clue drops to the ground. At this point I thought I would see the save icon on the bottom right corner, but nope.
In Echoes From Ciudadela your next 3 clues lead you to your father's journal. From here we are presented with a beautiful cinematic accompanied by lovely music. A few seconds later you wake and mull about if the truck will die on your journey to the mountain. Now you are ready for finding a place to spread your father's ashes. Katari leaves another message for his mother about finding his dad's journal and a couple of artifacts. Since the reception is terrible he'll call again when finished. We’re shown another cinematic of the truck driving up to the mountain and you're given a choice of an obvious branching path.
I must say that the music, graphics and gameplay bring back fond memories of my time with the Myst games. As with those games I find the music tends to add that little bit of flavor to the immersive experience. Kronos Interactive is an indie games studio based in Buenos Aires, Argentina. So, the inclusion of Spanish notes and colors found throughout the game makes sense. There is mention of Katari's people whom I assume come from the Balearic Islands of Spain, hence the name of the sling.
I must bring up a point I found odd, which is that nowhere in the cabin is there an actual rotary dial telephone, yet when you hear Katari 'hang up' the phone you hear that very distinct sound of the click of a rotary dial telephone hanging up. Upon thinking on this further I remember during the first message he left for his mother might have been from a gas station payphone, and yet we don't see a scene of that, or even a screencap of him standing at a phonebox at a gas station. I just found it to be a little odd.
Finally, for the first time in any of my playthroughs of Echoes From Ciudadela, I see the saving icon as well as the text of 'Saving game' in the bottom right corner. You're directed to check for hints using the 'F' key and as you move forward the screen freezes and opens a window reiterating the fact to use the 'F' key for hints. You can't move until you close that window. At least I found that had happened during two of my playthroughs. As with all things from the beginning, there is no 'getting ahead' of yourself in this game. Everything is connected to the story and everything has something to say or reveal as you play.
After you solve the first three puzzles on the mountain you come to the next step of finding an entrance. In each of my playthroughs, not once was that door in my field of vision. Katari's remark on the entrance comes early each time with the above view for me. The controls are not as smooth as I would have liked and this is another game in my list of 'made for controllers, don't try on keyboard.'
From this point on I'll let you experience the game firsthand and to enjoy yourself. Oh, and don't worry about the door closing behind you. You'll eventually get out! *Laughs*
All in all I did have a good time in Echoes From Ciudadela, even with the fact that it felt like my hand was being held most of the way. A few of the puzzles had me thinking for a bit so much that the immersion factor of this game kept me from a couple of my meals! Thank you, Kronos Interactive, for your first game that, to me, needed a bit more time in the playtest portion before its release. To any puzzle and relaxing game buffs out there I would recommend this game, if only for a short break as you can quickly do this game in less than a day.
Score: 7 / 10
Be Strategic with Medieval City Builder That is Finally Available on PlayStation!
Grow Your City and Fight for Influence
Feudal Baron: King's Land – Key Features:
- Build and grow your settlement
- Manage your city's economy
- Issue decrees and run your politics
- Fight for influence and territory
- Meet the needs of your citizens
Article by: Susan N.
Blue Reflection Quartet - PS5 Review
Blue Reflection Quartet by developer Gust and publisher Koei Tecmo America—Sony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.
Estimated Reading Time: 12 minutes.
Shape the Land with Your Friends the Luminids Coming to PC in 2027
Luminids is very close to my heart - it's about wellness, stillness and a chance to help the world slow down a bit. A real labour of love! - Nick, Luminids Founder and Developer
Detailed Description
Key Features
- Creature-Driven Colony Simulation
- Guide a colony of small creatures as they gather, build, rest, and grow in the world around them.
- Build From Above, Explore Up Close
- Plan your settlement from an isometric view, then step into first person and walk through it yourself.
- Shape the Land
- The world is not just a backdrop. You change the terrain your colony lives in and builds on.
- Living Biomes
- Build across distinct environments, from greener open spaces to harsher and more dramatic landscapes.
- Calm Creative Sandbox
- Luminids is about building, exploration, and observation, not combat or pressure.
- No Combat, No Fail States
- The game is designed to feel open, calm, and welcoming from the first build onward.
Useful links:
- Steam: https://store.steampowered.com/app/4070510/Luminids/
- First person and third person tools: https://www.youtube.com/watch?v=HVVu44e8ThI
- Calm flute clip (little nod to a certain boy with an Ocarina...): https://www.youtube.com/watch?v=esGg2rVt-AQ
- Rain VFX clip: https://www.youtube.com/watch?v=LW_4BBDgfxY
- Milky Way sky clip: https://www.youtube.com/watch?v=W6zJ5MaJXBY
Article by: Susan N.
The Stanley Parable - Retro Reflections
The Stanley Parable by developer Galactic Cafe and publishers Galactic Cafe, Kiel Software—PC retro reflection written by Hamza.
Estimated reading time: 5 minutes
This game tells the story of Employee 427: a seemingly nondescript 9-to-5 office worker consigned to pushing random buttons in a small room at an office that is disturbingly labyrinthine, infinitely complex, and seemingly multiversal. One day, Employee 427 wakes up from his thankless job only to find all of his co-workers missing. Even his boss is gone, as he shortly discovers. He is then thrown into a series of surreal encounters of Kafkaesque and Orwellian proportions. This is the story of a man named Stanley.
Choice. Free will. Determinism. Control. Destiny. These are the topics that have befuddled mankind since Day 1 of our blue marble's history. When man learned to make music, he populated these curiosities alongside treble and bass clefs. When man learned the art of film, he made countless movies arguing and debating these conundrums; and when man learned how to push pixels around, he started to push these issues along with them, too. These topics, as well as more moral and philosophical themes, are continuously being tackled by contemporary games—the Modern Warfare arc of Call of Duty are good examples of this, as are the Army of Two and 3D Grand Theft Auto.
2011's The Stanley Parable is not a second coming so much as a satirical look into the concept and psychology of video games—though it does possess an identical layer of intricate, compelling narrative. This is a game that breaks the fourth wall more than Deadpool and confuses and confounds the player more than Face/Off and The Usual Suspects combined. By the end of a single playthrough, your perception of what is real and what is not will be forever shattered.
Played from a first-person perspective, The Stanley Parable starts with the titular character finding himself suddenly all alone in his workplace. His extraordinary, multi-faceted journeys begin from his room: 427. Every time a possible ending is reached, or when the Narrator resets the game, the player is transported right back to this room. Although it seems like a normal office building, it is gradually revealed to be alien in nature—possibly a puppet theater prop for a deep-shadow conspiracy. Or is it? Is it really linked to a parallel universe? Is Stanley such a vivid daydreamer and fantasist that everything is literally coming true for him? Or is the ubiquitous and acerbic Narrator (who may or may not be Stanley's boss, or—gasp—Stanley himself!) some sort of Silent Hill-esque personification tormenting the mute protagonist?
These theories, crazy as they sound, are both true and untrue. You see, this game has multiple, non-linear endings, and they can be unlocked in any order. A few of them end on a positive (albeit somewhat ambiguous) note, while others are less than happy. One possible ending will literally drive you insane, requiring you to save a cardboard cutout image of a baby and a puppy from a real fire for four straight hours. I could not make this up if I tried. If you somehow manage to accomplish that (may God rest your soul), you get an "I love you" message that I am pretty sure you will leave unread, as your mind will probably have melted like a fried egg by then!
The true beauty of The Stanley Parable, however, lies in the excellent narration by Kevan Brighting. They say anything uttered in an English accent becomes important in tone and automatically more believable than a news headline reading "Scientists have discovered..."—and here, this maxim has never been truer. Mr. Brighting's exceptionally brilliant voice carries just the right amount of cold sarcasm and mentor-like warmth. He is both your guiding ally and a slightly cruel observer who taunts you. In short, the relationship between Stanley (and, by extension, you) and the Narrator works like that of a test subject and an analyst in some grand psychological experiment. Beyond this, the narration is truly impeccable. Everything—from a small quip to a minute-long monologue—is fantastic to listen to. Standing in one place for an extended period just to hear a well-delivered line of sarcasm is worth every single second of being idle.
Before I played The Stanley Parable, I had always thought of it as a puzzle game. I was expecting complex, esoteric puzzles—you know, brain-twisting stuff. Funnily enough, for a clever title with smart commentary and intelligent design, this game contains absolutely no puzzles, nor any Half-Life 2-type interactive actions like pulling switches or connecting wires. Well, it does have you pushing buttons, but not in the same context, and definitely not with a puzzle design in mind. Seeing how the game turned out, I am rather glad it has no puzzles.
The production value is also impressive. I played the HD version, and I have to say: it is among the most attractive-looking games I've had the pixel-pleasure of experiencing on the PC. The office looks simply gorgeous, with the boss's room full of sexy glamour. The chamber full of TV screens is breathtaking, instantly reminding you of Cerebro from the X-Men films. In fact, virtually every accessible area drips with gorgeousness like oil from a frying pan. The museum is not just the highlight of the game, but one of those rare places in a video game that I desperately want to visit, if only for the architecture. It is simply too beautiful to describe in simple words, so I will just say what reviewers like to say most: "experience it for yourself," and leave it at that. You just have to turn left at the "Escape" sign. Easy.
In conclusion, The Stanley Parable is one of those rare games that you always hear about but seldom encounter. It is one of those experiences that forbids you from playing other games for a long, long time because of its addictive and demanding quality. It is a game that will stay with you forever. It rubs its magic on you—the rare kind. And anytime you should encounter a set of two doors, the prospect of taking the right one will be very compelling. Even if it means coming home to a mannequin that sounds like your significant other.
Planet Crafter Available Now on PlayStation and Xbox Series X|S!
🥰 Support the studio 🥰
- Leave a review on XBOX store, and PS5 store
- Leave a review on Steam, it helps a lot
- Ask your favorite streamers to try the game
- Try or review the Humble DLC or Toxicity DLC
- Follow us on Steam, Youtube, Reddit and X (Twitter)
- Buy the Planet Crafter Soundtrack
- Talk about Planet Crafter to your friends and on social media!
Take care and good terraforming!Thank you for your support!Amelie.
Article by: Susan N.
Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection - PS5 Review
Estimated Reading Time: 8 minutes.
Are you ready for the package deal for the Azure Striker spin-offs before the third title in the spinoff series drops? Do you love the Megaman X games but want something fresh and musical? Do you wanna feel totally inadequate when you get a crappy score rating after beating what you thought was a tough fight? Well, look no further than Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection.
If you
aren’t familiar with the Gunvolt series of games, I’ll tell you right now
you’re probably going to be rather confused by the first game in this package
deal, and while I totally recommend playing the first two Gunvolt games, they
aren’t, strictly speaking, required before going into Luminous Avenger iX. So,
what does Luminous Avenger entail? Well, you take on the role of Copen, a
researcher turned vigilante fighting against the Sumeragi Institute, a group
that has some rather negative history with Copen. Together with his AI partner
Lola, he aims to take on Sumeragi. Well, at least in the first game. In the
second he is involved in a portal that sucks him into another world and he’s
trying to escape.
Both
Luminous Avenger iX 1 and 2 behave rather similarly, although they do have a
few key differences. Both games involve a 2D side-scrolling adventure through
different stages culminating in a boss fight. Making your way though a stage
you have a midair dash, a lock-on mechanism to fire homing shots at enemies,
different weapons you can earn from bosses, and various upgrades you can
purchase if you earn enough currency. You will be making your way through
stages by dashing over pits, defeating enemies in your way, and interacting
with the environment such as pushing blocks or destroying walls. Each stage
culminates in a boss fight where the boss is generally weak to a special weapon
earned from another boss.
Stages also
have bonus emblems to collect that you may have to replay a stage once you
have a new special weapon, and collecting them all may reward you with another special something! In addition to the bonus emblems, you are also scored based
on your performance. There are some slight differences between the two games,
but for the most part defeating enemies and not getting hit are the keys to
getting good scores. In the first title, getting hit too much when not on the
easiest difficulty will get rid of your score, called Kudos. There are also
checkpoints which record your current score to add to your total that can’t be
removed. Getting a piece of a bonus emblem also nets you a decent score. If
your score hits 1000, you enter an overdrive mode where your abilities are
enhanced. Losing your score gets rid of this overdrive mode. In the second game
you are given a healing ability which also cashes out your score when used.
Largely
speaking, the Gunvolt games, Luminous Avenger iX titles inclusive, are an
interesting take on the traditional Megaman format. There are lots of abilities
to help newer players or those struggling, such as the prevasion system in iX1
that negates damage in exchange for two bullits which you can reload, or the
healing system in iX2 since the bullits are done away with. That being the
case, if you rely on those too heavily your score will be poor. While getting a
good score isn’t necessarily required, it does actually present a lot of
benefits in the form of overdrive. As mentioned earlier, upon hitting 1000 Kudos
Lola will get a new form to join you, singing to buff Copen but losing this
mode upon losing score. Playing well lets you keep this mode activated and can
make boss fights or even stage completion a lot easier.
If you can’t
keep a good score, no need to worry. While I wouldn’t say I’m particularly bad
at this style of game, I definitely wouldn’t say I’m the best. I scraped by
most stages with an adequate to poor rating most of the time, and still managed
to clear almost all of the content provided, barring one bonus stage and DLC
fight from iX1 and the endless battle mode
from iX2. Clearing the iX2 unlockable mode was certainly rough, and while you
do have an assist mode you can activate it that doesn’t decrease the
difficulty, just increases survivability, so any content you want to do is
relatively well manageable. As an additional deal, sometimes when you die Lola
will resurrect you with Anthem mode, so a death isn’t always the end, although
it is a little random when it happens.
On the
subject of content I didn’t clear, let’s talk about the DLC fights and endless battle
mode. The DLC fights are bonuses that were DLC in the originally released games
included in the Dual Collection to start. You can basically do those fights
right from the start after the tutorial stage, and iX2’s bonus fights will give
you some new abilities you can toggle on or off while iX1’s bonus fight will
make you cry. The iX2 fights are pretty fun though. In terms of the endless
battle mode, it’s basically just a sort of boss roulette that keeps going until
you quit or die. Chances are if you’ve cleared the extra stages in either game
these won’t be particularly difficult if you go for free play. The restricted
mode may be a little more challenging.
So, let’s discuss
some of the differences between iX1 and iX2. First up, in iX1 you can midair
dash as long as you had bullits. In iX2 there are no bullets, and you can only
midair dash once as long as you aren’t in overdrive. Also in iX2, your default
blaster attack has been replaced with a melee buzzsaw, which is certainly a
choice I wouldn’t have made. It was cool for a little while, but it quickly got
a little annoying. In addition a ground-based dash doesn’t lock on to enemies
unlike in iX1, so you have to jump and dash into enemies a lot, which also
tends to eat any other dashes since you can’t chain them unless you’re in
overdrive mode. Both modes have the same point requirement for overdrive and
general gameplay for the most part.
Both titles
share in an art and sound direction, featuring some interesting locations to
explore and a number of songs that Lola can sing when you enter overdrive mode.
The songs are catchy, the graphics are retro but not bad retro, and the
background music is pretty good. The gameplay is a fun mix of accessible for
newer players but still allowing for the more veteran players of the genre to
have fun with advanced challenges and score missions. So, should you get the
Luminous Avenger iX1+2 Dual Collection? Well, if you’ve played Gunvolt and want
to play Luminous Avenger iX, have played iX1 and not iX2, or want a megaman X
style game with very little world building or story explanation, I’d definitely
say give it a shot. Those who already own both titles probably won't find much different enough to warrant picking up this collection, although there are a few balance adjustments that have been done based on the original releases.
While I did
quite enjoy my time with iX1 and 2, there are a few issues that can be seen in
both titles. First up is the lack of any real world building. It seems the
developers have assumed you either played or remember the story from Azure
Striker Gunvolt. Unfortunately I don’t really remember much, so while I could
pick up on the key notes, a lot was also going over my head. And then iX2 feels
almost like a spin-off to the spin-offs, with a general outline and then very
little of anything else substantive. Don’t go expecting any big in-depth
storytelling here, gotta play the main-line games for that. My second complaint
is that some of the bosses have some pretty arse movesets. More of an issue in
iX2 since you can heal, but good god man the special move for the last boss of
iX1 took me a long time to learn and figure out how to perfectly dodge! In iX2
there are some moves I just flat out had to take to the face because I couldn’t
figure out how to dodge. Final thing to note is that the additional content can
be very challenging, so if you aren’t up for it you’re probably going to be
very frustrated. While this isn’t an issue if you want the challenge, just be
aware if you’re going in wanting the 100% completion that it might get pretty
rough at some points.
Overall Gunvolt Chronicles: Luminous Avenger iX 1+2 Dual Collection is a nice combination of two good side-scrolling action games complete with DLC included from the original releases. A good combination of games and content that will give you fun for a while. With some good game tracks and solid gameplay, 2D side-scrolling action fans will be interested to give this a try. While it may be confusing jumping into this spin-off series if you haven’t played the main Azure Striker Gunvolt series, you’ll probably still be able to enjoy the gameplay.
Hellslave II: Judgment of the Archon Releases Today on Steam!
KEY INFO
- Genre: RPG, Roguelite, Indie, Dungeon Crawler
- Platforms: Steam
- Release date: August 4th, 2026
- Website: https://hellslavegame.com
- Steam: https://store.steampowered.com/app/3399900/HellSlave_II_Judg...
About Ars Goetia
About Dear Villagers
Article by: Susan N.
A Game About Penguins Heads to PC on August 10th!
Penguins Take Over PC Soon
Free Prologue for A Game About Penguins Available Now
A Game About Penguins – Key Features:
- A cozy game with adorable penguins
- Relaxing and fun gameplay
- Many types of activities and mini-games
- Plenty of penguin customization options
- Online co-op for up to 12 players
Article by: Susan N.
Gobliiins Collection - Switch Review
Feel the Power of the Final Titan Showdown in KOEI TECMO’s Attack on Titan 3, Coming This Winter
Go Beyond the Walls in the Newest Trailer; Exterior Scouting Missions Revealed
BURLINGAME, Calif. – July 1, 2026 – Today, KOEI TECMO America and developer Omega Force announced that Attack on Titan 3, the latest instalment in the Attack on Titan action game series, will be released worldwide this winter for the PlayStation®5, Nintendo Switch™ 2, XBOX Series X|S and PC Windows via Steam®. To celebrate, new trailer has also been unveiled alongside new details about the gameplay.
The opening animation for the game* will be produced by MAPPA, the animation studio that worked on Attack on Titan: The Final Season, with action scene animator, storyboard artist, and key animator Arifumi Imai returning as director. Stay tuned for more information and future reveals!
Watch the new trailer on YouTube
Attack on Titan 3 is the riveting culmination of Omega Force’s action game series, depicting the story of Attack on Titan from its survey corps beginnings to its dramatic conclusion. In this title, fans will dive into the action by taking on the role of a member of the Scout Regiment to relive the historical events that shaped the world alongside the iconic cast of Attack of Titan. Each Scout Regiment member brings distinct skills to the fray. Assemble a squad of fan-favorites and unleash their signature abilities to turn the tide of battle.
As in previous titles, fans will be equipped with omni-directional mobility gear that allows them to take to the skies, delivering a one-of-a-kind combat experience thanks to the enhanced gameplay. The Titans will be more terrifying and dangerous than ever before, with new attacks and behaviours that will force players to fight relentlessly for their survival. Newcomers will also be able to enjoy this final evolution of human-versus-Titan combat thanks to the new Casual Mode.
Attack on Titan 3 also features Exterior Scouting Missions that will allow players to freely explore the world outside the walls by constructing supply bases, taking down dangerous Titans and expanding humanity’s domain. Survival demands ruthless resource management. Keep a tight grip on ODM fuel and blades to stay in motion, while fighting to keep squad morale high. Every expedition forces a deadly choice: push forward into Titan territory at the risk of permanent injury and death, or retreat to survive another day.
Attack on Titan 3 is currently in development and is scheduled to release this winter on PlayStation®5, Nintendo Switch™ 2, XBOX Series X|S and PC Windows via Steam®. The game will include Japanese voices with texts in English, French, Italian, German and Spanish.
For more information on Attack on Titan 3, be sure to visit the official site, Attack on Titan Game Series Official X, subscribe to the official KOEI TECMO America YouTube channel, like us on Facebook, and follow us on X, Instagram, and Discord.
* The opening animation movie will not be implemented at the time of release but will be added to the game in a future update.
ABOUT MAPPA CO., LTD
An animation studio established in 2011.
With a focus on the production of TV animation, we plan and produce animated content across all genres and in various other formats such as movies, commercials, and online videos. We also use the rights we own for specific IPs as we operate our domestic and overseas licensing business. Representative works include JUJUTSU KAISEN, Attack on Titan Final Season, and Chainsaw Man.
ABOUT KOEI TECMO AMERICA CORP.
KOEI TECMO AMERICA CORP. is a publisher of interactive entertainment software for current generation consoles, handhelds, and digital download content based in Burlingame, California. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. TECMO is best known for the Dead or Alive®, Ninja Gaiden®, Tecmo Bowl®, and Fatal Frame® series.
©KOEI TECMO GAMES CO., LTD. All rights reserved. The KT logo is a trademark of KOEI TECMO HOLDINGS CO., LTD.
©Hajime Isayama, KODANSHA/“ATTACK ON TITAN” The Final Season Production Committee.
©2026 Sony Interactive Entertainment LLC. "PlayStation Family Mark", "PlayStation", "PS5 logo", "PS5", "PlayStation Shapes Logo" and "Play Has No Limits" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.
Nintendo Switch is a trademark of Nintendo.
Article by: Susan N.
















































