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    This game is witched-good fun... Sorry, wicked-good fun. Fast-paced and beautiful, Witchfire by The Astronauts is a snappy little extraction shooter that has recently been getting a bit more attention.

This September Experience Shogun Showdown on All PC and Consoles!

THIONVILLE, France – Aug. 27, 2024 - Italian solo developer Roboatino and French publisher Goblinz Publishing are proud to announce the release of Shogun Showdown on Steam, GOG, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X|S this September 5 at a price of 14.99 EUR|USD. Shogun Showdown is an innovative turn-based combat game with rogue-like and deck-building elements set in a pixel-art Japanese-inspired universe. After 14 months on Steam Early Access, the title has garnered more than 2300 reviews on Steam averaging a user score of 96%, players have praised the game’s fair and challenging game design, satisfying mechanics, variety of situations and the beautiful pixel art visuals full of personality.


KEY FEATURES

  • Turn-based combat where every action counts. Carefully position yourself, build up and unleash your attacks at the right time!
  • Upgrade your attack tiles and combo them!
  • Gain new skills and build the best deck you can before facing the Shogun.
  • Rogue-like: death is not the end, but the beginning of your journey towards mastery. As you play, you will unlock new characters, attacks, skills and more!

NEW CONTENT ADDED IN VERSION 1.0

  • New location (Ieyasu's garden) & new boss (Ieyasu the Patient)
  • Day 7: New elite enemy type (Corrupted) and new enemy (Corrupted progeny), True final boss after Shogun fight: the Corrupted Soul
  • Lore: Small cut scenes after you defeat a new Day for the first time (can also be accessed from the main menu: Other -> Endings). Reworked a lot of boss barks and descriptions
  • 7 New Skills (Rogue Retail, Seiryu's Scale, Fenghuangs's Feather, Two-Faced Dancer, Overflow Guard, Chilling Combo, Odd Curse)
  • 6 New Quests
  • 7 New Tiles (Hookblade, Nagiboku, Sharp Turn, Ki Push, Thorns, Back-Smoke Bomb, Chakram)
  • New Hero: Chain Master
  • New "Stats" page in camp Archive


About Roboatino

Mirko, AKA Roboatino, is an indie game developer based in the Netherlands. Currently, he's developing his first game, 'Shogun Showdown', a tactical roguelike. A fan of metroidvanias and roguelikes, he hopes to continue creating games and exploring new genres.

About Goblinz Publishing

Goblinz is an indie game developer and publisher based in France specializing in strategy and management games. The studio’s first title Dungeon Rushers debuted in 2016. Following the game’s successful launch, the studio followed up with Robothorium, released in 2018 and has since worked on numerous other titles such as Legend of Keepers, Terraformers, Hero’s Hour, and more. For more information please visit: https://goblinzstudio.com/
Article by: Susan N.
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High Rise City: Vacation Season DLC - PC (Steam) Review

High Rise City: Vacation Season by developer Fourexo Entertainment and publisher Deck13PC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 7 minutes

High Rise City is an ambitious simulation game that I previewed a little while back. At the time, the city builder had a few issues, some features that would have been a great additions, some unique challenges, and had a lot of promise. With the Vacations DLC, Fourexo Entertainment has added a ton of new buildings as well as a level of complexity to challenge veteran players of the genre. Let's revisit the game and see what has changed and improved and what may tank players while working towards the Vacations content.


Gameplay

It's rare that a city builder will challenge me the way that High Rise City does. Perhaps that's because other games within the genre are easier to manage. It might simply be that other games have more statistical information to determine the pain points of your city. Who knows? But what I can say is that this title has had me riding on some highs and then it will drop me like a rock. In this case, I had a much better time with the game after having figured out where critical information is listed.

Assuming that you have already played the game, then you'd likely know that in the top left of the screen are several buttons that give information to determine the best starting spot. Specifically, you want to make sure that you are close to key nodes like coal, iron, and wooded areas. This is critical because you don't want to be importing tools to build up your city. Once you get past some of the basic pain points, High Rise City becomes a bit easier to manage in the early stages of development. 

That said, as you progress to higher tiers, you will get access to engineers who will demand a lot more from your city. And that is a statement I stand by. In order to compensate, you will need to expand a ton. High Rise City gets to a point where if you aren't strategic about your budget, you will start to financially drop off. However, once you've got the system down and resources aplenty, you will be able to get to the Vacations DLC without too much difficulty.


Before talking about the DLC content, I first want to mention a couple of things about the updates made to the game. For one thing, the terraforming is improved from its previous state. Though, I don't recall why I wasn't a big fan previously, it is now much smoother and easier to use. Another key addition to the game is parking lots. It's amazing how many city builders neglect this one small feature because I think they are important, don't you? Finally, the delivery driving is not awful like it was when I first played. While it could still use some refining, the turning capabilities and penchant for remaining on the road is infinitely better than it was. That said, I still managed to flip the truck over and the game wouldn't let me get back up! It's not a flawless system but you can get some easy upgrades for your buildings by completing a few. And unlike my previous experience with the game, I delivered several goods where before I avoided the feature entirely.

Vacations DLC Content

The vacation seasons DLC adds a ton of new buildings and challenges. There are now hotels with star ratings, a museum, a golf course, a Japanese restaurant, and a coffee shop! Not only did the developers add those, but they added a couple of buildings that stand out from the rest. It's called High Rise City after all, and what kind of game would it be without some gargantuan buildings like the Megatower 1 and Megatower 2? These two sky scrapers are truly a sight to see, but be warned as the buildings need many of the new resources in large quantities. For example, the first Megatower is $20,000 with 1000 Tools, 500 Bricks, 3000 Ferroconcrete, and 1500 glass. Even the new hotels have steep building requirements depending on which ones you go for. 

Once you master the base game, the vacations DLC adds new resources that you will need to produce in order to begin your tourism districts. The ferroconcrete requires coal and iron to make steel. Then you need quartz and limestone. All four need to be found so that ferroconcrete can be produced. To get to 3000 for one of the Megatowers will take a lot of work. Plus, you will need to have a dedicated tour line that they will use to see the best places. Additionally, you don't want to have your tourism district close to your industry because they have specific needs to fulfill. Essentially, the DLC adds a whole new set of challenges that will take time to conquer. 

One of the aspects I absolutely love about High Rise City are the aesthetics. There is an incredible amount of detail in each building and a ton of care that went into the options you are given. For example, hotels have their star rating in sight so there is never any confusion in the player. However, keen observers would be able to tell the rating based on the visual features they have. In the picture to the right, it is easy to tell that the hotel is not an expensive place to stay.  

The Good and the Bad

High Rise City has done some optimization and improved some of the features since release. Notably, it has made the delivery system better. In the original version, the timer was too big, time was too restricted, and it was too clunky. I avoided using the delivery service as much as possible when I first tried the game. With the changes made, the vehicles are manageable to drive, the timer is not as intimidating, and the total mission time is not as strict. Although, there is something to be said for the games' responsiveness when trying to get the vehicle back on its wheels after a terrible turn. 

The music and audio in High Rise City is fantastic. It's just as soothing as several cozy games on the market. I might even argue that the music is better. And that's interesting because I personally find the music to be so good that I actually notice the lack of it once I've exited the game. Perhaps in combination with the difficulty, the music has taken me by the hand and lead me into a wild addiction. It's that good!

With the advent of new buildings to construct and a whole other set of challenges to pursue, there are bound to be issues as well. Even though the delivery aspect of the game has greatly improved, it still has a couple of minor grievances. Although the handling is much cleaner, if you drive too quickly, you will hit a couple of bumps (due to the badly terraformed nature of some locations). Should the vehicle go off road, then you will have a timer to get back on track or else you fail the mission. This is a gripe that can make it difficult to succeed at times. Another small issue I have with the deliveries is the difficulty knowing what the timers end goal is. In the earlier version of the game, you were given a certain amount of time which was clearly marked. Now, the game still has the timer but for certain missions it's more difficult to tell how much you have. That only applies when the timer is counting upwards and not down. I say this because there is still a maximum timer that you won't be able to see. Although, on the left side of the screen, you can see only the elapsed time, not the maximum. So, while the feature is improved, it still has some minor issues. 

The largest gripe I have is the game crashing. This seemed to happen in the sandbox mode when the autosave would begin, and this didn't happen in the story mode. Each time the game saved on its own, the whole thing would hang making me force closing the program. Thankfully, the saves are set to 5 minutes as the default, but it was still strange. The sandbox save does not have a ton of buildings that would cause the game to crash, so I'm not sure if there needs to be other fixes or if my computer was just not having it. Either way, it might be a good idea to pay attention to the graphics settings and to save frequently, just in case. 


Vacation Final Thoughts

The Vacation Seasons DLC is fantastic. Adding more buildings as well as creating more of a challenge for players is a great way to add value to a DLC package. There are multiple new buildings that require players to strategize since the tourists will be looking for a place to spend their hard earned money. To do so, players have to keep them happy by providing new materials. And of course, the tourism location is key in that equation. 

I've spent many hours playing High Rise City and I built up a ton of resources necessary to create an amazing tourist district that would make any city mayor proud. Make no mistake, it will take a ton of materials to have a spectacular tourist destination that will generate tons of money. So, if you like a good challenge from a solid city builder, be sure to pick this one up. And don't forget to grab this DLC, because you won't regret it. In my opinion, the $40 price tag (Canadian) is well worth it. Frankly, I have been awestruck by it, and that doesn't happen often. Not with city builders anyways! 


Score: 9 out of 10

 
Article by: Susan N.



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Caravan SandWitch Launching September 12th on PC, PlayStation 5, and Nintendo Switch!

Montpellier, France - August 22, 2024. | Through their participation at Future Game Show, yesterday Dear Villagers and Studio Plane Toast had the pleasure to announce that their cozy, semi-open world exploration adventure Caravan SandWitch will be launching this September 12 on PC (Steam and Epic Games Store), PS5 and Nintendo Switch platforms. The title sets the player in a Sci-Fi Provence-like world, driven by a mystery through your missing sister that unfolds with each step you take. Players will traverse a rich landscape in their customizable van, interacting with various inhabitants and uncovering the mysteries of Cigalo.


With an emphasis on inclusivity and environmental themes, the life in Caravan SandWitch is simple: no combat, no death, no timer, just you, your van, and the world.

KEY FEATURES 


🚚 Explore a Provence-like World

Equipped with your van and an array of essential tools, you set out on a quest to find your missing sister. Upgrade your van throughout your adventure and explorations to open up new passages and ruins. From navigating treacherous terrain to uncovering ancient ruins, every step of your journey brings you closer to unraveling the truth behind your sister's disappearance.

🥪 An hopeful Post-Apocalypse

From a green planet to a desertic one due to human activities and sur-exploitation; discover on Cigalo the impact of humans and its population through your road trip. Meet the Reinetos, an old aboriginal species, the Robots left behind after the planet exploitation, the humans who stayed after everyone left for another planet, and the mysterious SandWitch. All of them live peacefully in Cigalo and help each other in this unwelcome environment. 

💜 Meet a diverse cast of characters

As you interact with the diverse characters you meet along the way, you'll come to understand that your community is your home. Help everyone and contribute your piece to the edifice, enabling everyone to live in harmony in an environment hostile to all civilizations due to over-exploitation. 

🤝 A Game developed for All

Plane Toast made a huge effort to create a game in which everyone can feel included, representing their vision of a world where communities help each other to overcome the environmental consequences of our world. Caravan SandWitch is written with an inclusive script, that represents a real community with its people and representation. 

💪 Accessibility options are available.



ABOUT PLANE TOAST GAMES


Plane Toast is a remote studio based in Provence, in the South-East of France. It is composed of young talents driven by a passion for creating unique games using innovative methods. The studio prioritizes the well-being of its team and is dedicated to developing uplifting and hopeful games. They are currently working on a brand-new game, Caravan SandWitch.

ABOUT DEAR VILLAGERS

 
Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games. We love pixels, but we believe in people.
Article by: Susan N.
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Borealys Games Presents Trailer for Upcoming Game 'Echoes of Mystralia'!

August 21st, 2024 | Discover Echoes of Mystralia by Borealys Games


Memories await…

Our team, here at Borealys’ Montreal Studio have been working hard to craft a spellbinding experience for you. It’s finally time to show it to you and we are so excited!

Mazarim, an apprentice protector of the Cycle of Memories, must travel the world to close a Rift that threatens to wipe out all Mystralia's memories.

If you missed Future Game Show’s showcase you can rewatch it over here.

Game Highlights

Echoes of Mystralia is a spellcrafting roguelite Action-RPG that puts all the power in your hands. You create your spells. You refine your tactics. You carve your own path.

Core Gameplay Loops

  • Action: Fast-action spell-based combat. Players will create and evolve their own unique spells throughout each run, making the combat experience fresh and exciting every time.
  • Adventure: Interactive map. Instead of progressing through rooms, players will make meaningful choices about where to go, discover secrets, and explore new regions.
  • Progression: Players will develop relationships with characters, unlock permanent skills, and make important decisions about their equipment and starting point for their next adventure in Mystralia.


Wishlist the game on Steam to know when the game releases right when it happens!

Join our community HUB on Discord to follow game development, be part of our private playtests, engage with other players and enter the magical world of Mystralia!

Article by: Susan N.


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Fairy Tail: Dungeons - PC Review

Fairy Tail: Dungeons by developer ginolabo and publisher KodanshaPC review written by Nick with a copy provided by the publisher.

Estimated reading time 4 minutes

Fairy Tail: Dungeons was one of those games that almost completely snuck up on me. A simple presentation and fairly easy to learn gameplay mechanics give way to a surprisingly engaging roguelite with more variety and depth than I was expecting.

The more traditional RPG version of Fairy Tail that came out for PlayStation 4 a few years ago was a bit of a mixed bag for people, but I personally enjoyed it quite a bit and am looking forward to the announced sequel. The visuals and music certainly fit the anime well, but what we see here in Fairy Tail: Dungeons is a much more simplified presentation. That’s not necessarily a problem, as the title is reasonably priced and a good fit as a Steam deckbuilder.

Fairy Tail: Dungeons sees series mainstay Natsu Dragneel tossed into a pretty zany but exposition-heavy introduction that sees him dragged into some strange, otherworldly dungeon. Right off of the bat there’s some name drops for known characters and world references that assume you are at least passingly familiar with the IP, but the story’s not so involved that a lack of familiarity will be a barrier to enjoying the game itself. Part of me thinks that this would work just about as well without having been Fairy Tail themed, but what’s here is still nice for fans of the IP, such as myself.

As a roguelite, you see a lot of the norms of the genre. Randomly generated stages and enemies along branching paths that will almost certainly lead your demise over and over again. If you were a fan of similar titles like Slay the Spire or Monster Train, you have a pretty good idea what to expect here. I will say that despite being a budget title, the pixelated visuals are more interesting than a lot of similar titles in the genre. The music’s good too, but I’ll be honest in admitting that it didn’t ‘feel’ like Fairy Tail to me. 

 

Really though, while the presentation and the story are nice ways to wrap the content up, the meat of Fairy Tail: Dungeons and its ilk are the gameplay. Here, we have a robust number of cards to support the turn-based combat. It then becomes a game of managing action points against the cards in your hand, and balancing offensive abilities against defensive ones. So often in games like this, there’s a fine balance to be struck. You want to play just enough defense that you survive the encounter and the ensuing ones, but often times turtling up like that is not a winning strategy as your enemies have a knack for getting stronger the longer they’re alive. It’s all quite simple on the surface, but combinations and a fair amount of progression make the gameplay loop a rewarding one.

That progress comes in a few different flavors, probably the most interesting of which is unlocking new characters. These new archetypes provide new strategies that keep the formula feeling fresh, despite dying and replaying the same stages over and over again. These new powers and decks really do change the tactics you’ll use quite a bit, and while the presentation itself is a high pixelated one, I have to say there’s a bit of flavor to the cards and animations that help elevate the gameplay a bit. 


 

This kind of strategic die, learn and improve is the tactics version of Soulslike games, and the genre has become a favorite of mine. Fairy Tail: Dungeons is one of the better examples of this style of game, wrapped up in a bit of extra anime packaging. If there is a quibble to be had here, it’s that the game is a relatively short one, as I was able to wrap it up in about a half dozen or so hours. The release price point is certainly a reasonable one too, and I enjoyed tinkering with the various ways to play that I kept coming back for more anyways. Fans of this genre will absolutely want to pick Fairy Tail: Dungeons, while fans of the anime will likely still be interested, but I feel like this is a deckbuilding roguelite first, and a Fairy Tail game second. 


Score: 8 / 10

 

 

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Announcing 3D Adventure Puzzle Game Looking for Fael Release in 2025!

Paris, August 21 2024 - ARTE and the Swing Swing Submarine studio are proud to announce their new 3D adventure and puzzle video game Looking for Fael, which will be available on PC and Mac via Steam in 2025.


This new creation from the Swing Swing Submarine studio, published by ARTE, promises players a nostalgic, fantastic and surrealistic experience. Inspired by puzzle games such as Myst, The Witness and Fez, and taking influences from 90s fantasy cinema, Looking for Fael offers a unique universe with its own rules.

The player will have to find Fael, a friend who has left him a disturbing phone message explaining that he has lost his way in his own flat. The player quickly ventures into a surreal maze of flats. The only way to navigate through this labyrinth is to understand its logic. That means getting lost in turn: exploring, examining, experimenting, and trying to discover the true nature of these places.

To open all the doors and corridors, and access certain rooms, players will have to work their brains out and solve numerous mysteries, using the GameLeaf, an intriguing retro portable console to help them complete the levels. Each game is a piece of the puzzle that brings players closer to the truth about Fael's disappearance.

Experimentation is at the heart of the experience, and players will need to be very attentive and interact with the setting, as every detail is important, from photo frames to seemingly uninteresting furniture, everything can be a clue to solve a puzzle. The world of the flat is full of surprises, and players will have to think outside the box to progress. As they solve Fael's mysterious disappearance, players will also have to question the very nature of reality.


About ARTE

Founded in 1992, ARTE is a European public cultural television channel and digital network focusing on creation and innovation. Over the past ten years, ARTE has co-produced a number of interactive games such as Type:Rider, Homo Machina, Vectronom, Inua, How to Say Goodbye and To Hell with the Ugly. More information on the official website and the Twitter page of Arte Interactif
 

About Swing Swing Submarine

Swing Swing Submarine is a French independent development studio based in Angoulême and founded in 2009. Behind games such as Blocks That Matter and Seasons After Fall, the studio is celebrating its fifteenth anniversary this year. SSS creates games for PC and consoles, mainly narrative, puzzle and exploration games, with an artisanal approach to design.


Article by: Susan N.

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Experience a Genre-Busting Visual Novel with Shoot-'em Up Game in Kamikaze Lassplanes

August 14th - Warsaw, Poland | yabai.games has announced that pre-order for Kamikaze Lassplanes by Inky Dreams will be available for the Nintendo Switch on August 16th in North America.


Overall

Kamikaze Lassplanes is a genre-busting visual novel with shoot-'em-up gameplay. Set in a steampunk world torn by a brutal war, a dramatic rom-com unfolds with two powerful weapons named Lassplanes.

Official Description

Immerse yourself in a unique blend of an action-packed arcade shoot-'em-up and a beautifully illustrated visual novel.

Meet Alba Trossé and Hannah Brandenburg, two powerful Lassplanes with opposing natures but a shared destiny. As the kingdom's last hope in a devastating war, you'll forge deep connections, make pivotal choices, and influence not only the fate of the war but also the path of your own heart.


Engage in exhilarating missions as you pilot the deadly Lassplanes, mastering their unique abilities and experiencing a story rich with drama, romance, and humor. Your decisions will open up multiple endings, revealing different facets of Alba and Hannah.

Behind the silly facade, Kamikaze Lassplanes is a dark story about exploring humanity in a world where every rose has its thorn. When nothing is as it seems, your beliefs are shattered as you uncover the truth—and perhaps you’ll pay the ultimate price for it.

Features

  • Branching Storylines: Your choices shape the narrative, unlocking various endings and revealing different sides of the characters.
  • Artistic Treasures: Discover a gallery filled with beautiful, hand-drawn ecchi illustrations.
  • Intense Arcade Mode: Test your skills and aim for high scores in challenging Arcade mode missions.
  • Dynamic 3D Gameplay: Navigate diverse environments and control Lassplanes in fully realized 3D missions, adding depth and excitement to your experience.

Embark on an unforgettable adventure where the skies are the battlefield, and the heart is the ultimate prize.



Characters

ALBA TROSSÉ

She's a cheerful and charismatic girl. She loves her home village with its residing goats and she can’t wait to explore Sky Fortress with you. Her appetite is as infinite as her curiosity, and her favorite things are sweet buns her Nana used to make when she was little. Despite her charms, Alba is a shy girl, and her innocence might be shielding her from the dark truth of her power.

HANNAH BRANDENBURG

A decorated war hero with a mysterious background. She hates other people and talking about herself. Getting to know her is like
a complex puzzle, but once she develops a bond with you, she will be your ride or die. She loves black coffee and spending time
one-on-one. Her rebellious behavior hides a dark and tragic past, which she bears on her shoulders like a curse.

About yabai.games:

We believe in creating stand-out titles with charming gameplay, fascinating story, and a spicy undertone. Our games are for people seeking a new and exciting gaming experience.

About Inky Dreams:

Inky Dreams is a fresh new studio based in Poland. The main field of our interest is creating compelling, story-driven adventures that break the mold of video game genres.

Kamikaze Lassplanes ©2023 GMT Inky Dreams Sp. z o.o. Developed by Inky Dreams. Published by Inky Dreams and Beep Japan in Japan. All rights reserved. Nintendo Switch is a trademark of Nintendo.
Article by: Susan N.
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Cat Quest III: Pirates of the Purribean - PC (Steam) Review

Cat Quest III: Pirates of the Purribean by developer The GentleBros and publisher Kepler Interactive—PC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 7 minutes

The Gentlebros have done it again with yet another spectacular Cat Quest game. It's an action RPG that follows two cats who set out on an epic adventure through the Purribean, searching for The North Star Treasure. Along the way, you get to take on fearsome foes, pillage caves, and upgrade your gear. Let's not forget that in the previous games, there was no combat on the high seas because taking on Pi-rats only happens in the Purribean! 


Gameplay


Cat Quest III: Pirates of the Purribean is the latest installment of a masterful series that I've had the pleasure of playing. It is filled with hilarious and cute puns, engaging gameplay, tons of booty to plunder, and secrets aplenty. We begin our journey with Captain Cappey, our strange ghostly companion, who helps us piece together the goings on in the Purribean. Our first goal is to find The North Star Treasure because we are Seekers. And we will be granted all of our wishes if we successfully find it. Though many before us ventured out to find the treasure, none were successful.

It is obvious that the Cat Quest series has several nods to pop culture references. So, the game having a giant bathroom duck confuses me, but it is what it is. (Unless, of course, one of the devs dislikes them and wants them to perish...?) Anyways, the other references cracked me up. On one of the islands is a love struck starfish which was an oddly charming find that I enjoyed pursuing. Further north is the Lonely Isle which couldn't possibly be a reference to the group, could it? Of course, having to face off against Meowtallika cracks me up to high heavens. I also can't help but think about the song titled "Captain Kidd" by the Great Big Sea. (That's a Canadian band, by the way. Look them up!) Anyways, these cute references mixed with the amusing punny story gets me every time - and I'm usually not big on puns.

Now like in the previous game, Cat Quest III has local co-op play. Thus, my significant other and I have had several hours of fun on the high seas. We absolutely love to play these games together. I find this particularly rewarding because where I lack in skill, he makes up for. And with our combined skills and observations, we've knocked out the caves and solved some clever secrets. It's truly a blast. 

Although the game contains some staples like the ability to use magic, quick swapping between gear, and finding secrets, there is an element to the narrative that strikes me. There is a collective of entities that will occasionally guide you on your journey. This group feels a little like an all seeing eye who will communicate with you at key points in the story. Not only do these people give you some useful information, albeit a bit cryptic, but they give you items to help in the epic quest to find the North Star Treasure. Even though the story is not as long as the previous one, it's a fantastic game that has made me smile and laugh and utter a couple of 'awws' too. 


Graphics and Controls

Cat Quest III is incredibly cute and vibrant. The graphics style is clean and easy to discern details even if they are hidden. Additionally, both of the cats (if you play in multiplayer) are unique to each other. Although, even with the distinction in fur color and armor choices, it can be easy to lose track of which character you are. While on the topic of armor, each piece is visually striking as they have a specific color palette that indicates what element is being enhanced. For example, the arcane set focuses on the use of spells, so the gear pieces are quite pink. Another armor set is colored in blue to indicate the synergy with ice abilities. You get the idea.

Looking at the 2.5D world on a macro scale, the scenery lends itself to a fantasy world that doesn't overdo any element. The mountains may not be highly detailed, but they are tall enough to prevent movement in certain places. In fact, the graphics are done so well that I've not seen any graphic issues like screen tearing. This is also useful because you can't simply glitch your way into strange crevices. (If there are any, my SO would have found them. Trust me. I don't know how he does it.)

Cat Quest III is one of those games that is best played on a controller. I highly recommend this as well. Due to its graphical nature where you don't have free camera movement, being able to move your analog stick around quickly - like during ship battles - goes a long way to maintaining your survival. Since the games have always been marketed towards controller gameplay, the simplistic UI is designed with console players in mind. The screen is not littered with too much information or complicated combinations. Playing the game is as easy as grabbing your favorite beverage on a hot summer day. The controls are not difficult to pick up and the UI is clean. Combine those with the cute questlines and amusing dialogue, and you have a recipe for a family friendly game that everyone will love.  


Combat

An integral element to the Cat Quest series, or any RPG, is the combat system. This is where RPGs can sometimes stand out or they can fall over, particularly from difficulty scaling. Now, the combat itself doesn't need to be spectacular, but it does have to be balanced in some way. What I found about the combat in Cat Quest III is a solid combat system with the ability to switch out your spells and armor as you please. If your companion isn't playing for a session, you don't lose the ability to use their armor and spells if needed. In this way, the combat has a ton of flexibility as you aren't pigeon-holed into a class. 

That said, when fighting some of the larger bosses, you may find yourself changing weapons and/or armor sets in order to succeed. As such, certain bosses may require you to change up your combat style to progress. This is important to know because I, unfortunately, am terrible with the shield. It's a weapon that I don't do well with. Should you find this to be the case with another combination, try switching things up. And if you don't want to do that, your companion can always pick up a controller and join you during your time of need! 

You have the option of using daggers, blunderbusses, staves, or shields to attack other Pi-rats and bosses. There are spells you can use to defeat your opponents as well, each bound to a single button. All of your combat abilities are enhanced by using trinkets that you find along the way. As I run with the machine gun, I use the armor that gives me extra recharge speed with my bullets and additional damage. Since I dodge a fair amount, I also use a trinket that deals a small amount of damage to an enemy when I dodge through them. 


As we are in the Purribean, we have ship to ship combat as well. It is not all that sophisticated of a system but adds to the appeal of the game. There is no customization of your ship other than enhancements you find during your adventures. You have several options when it comes to cannon speed or longer range or more damage dealt per shot. The ship also has a health bar which you will have to keep an eye on. In the event that you take too much damage, you can run over to a rest 'beakon' (which is comically a parrot) to heal you and your ship to full. Should you take more than you can handle, you have the ability to sit inside a ship reticle to repair it. This is particularly useful if you get hurt on the river spikes. 

It can take a bit of getting used to the ship combat because the cannon's range is not great and it can be interesting to get the right angle of attack, especially if you end up against a couple of ships or stuck in a narrow space. The ship battles certainly don't make or break the game, but having a vessel adds an easier way to move around the map. Personally, I enjoy this addition.   

Overall, while the combat system has less options for weapons than its predecessor, it still allows you to synergize your gear together in a way that makes the combat easily approachable. 


Furrtastic Final Thoughts

In a move that should shock no one, I adore Cat Quest titles. And this particular game I happen to love even more than the previous ones. To quote The Gamers 2: Dorkness Rising, "Everything is better with pirates." Besides, the idea of taking on Meowtallika and Cathulhu makes my grin extend from ear to ear. Another great aspect of the game is the choose your own story path that you find on the Lovepurr Island. Even pirates have hearts, you know!

Anyways, from the art style to the entertaining story, Cat Quest III is a wonderful title that earns a 10 out of 10. There are no graphics flaws or issues with gameplay that I've found. Plus, it's easy to get into as there are tons of save points aptly named 'rest beakons'. It also helps that the puns are cute and you have more movement capabilities with having your own ship. Basically I'm saying don't sleep on this title! It may not be the longest game series you'll ever play, but if you don't come out smiling, then I don't know what will. Cat Quest III is amazing! 


Score:
10 out of 10




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Kickstart A Family Friendly Roguelike Deck Builder from Springfox Games Today!

Hong Kong, August 14, 2024 – Springfox Games is excited to announce the launch of its Kickstarter campaign for Nif Nif, a charming roguelike deck builder designed for players of all ages. In this whimsical world, players embark on a mission to rescue adorable creatures trapped in a gooey mess, using their wits and a growing deck of cards to overcome challenges.


Nif Nif offers a fresh take on the deck-building genre by focusing on cleaning and restoration rather than combat. With its easy-to-learn mechanics and delightful visuals, the game is perfect for families looking for a fun and engaging experience.
"There is nothing much for children in the deck building genre. We wanted to create a game that everyone could enjoy, regardless of age or gaming experience," said Masha Mallet, Game Director at Springfox Games. "By focusing on a positive and non-violent theme, we hope to introduce a new generation of players to the joys of strategic gameplay.     

What makes Nif Nif special?

Nif Nif is a game designed with parents and kids in mind. In this family-friendly deckbuilder, players take the titular hero on a journey through the natural world, using their accumulated cards to compete in a series of encounters. Crucially, these are NOT combat-related. Instead, players are working to clean the flora and fauna of pollution. Think Slay the Spire meets LoddleNaut, wrapped up in a positive and actionable environmental message, and you’re somewhere close.
  

KEY FEATURES

  • A cozy roguelike deckbuilder: Clean up the forest, rescue animals, collect powerful cards and refine your deck to master the game's challenges.
  • Mmm… Magical Soup: Soups will power up Nif Nif. Grow vegetables, cook and use soups strategically to dodge gooey attacks and help goo-trapped animals.
  • A Wholesome Wacky World: Immerse yourself in a vibrant and magical world filled with quirky creatures, easter eggs for parents, and a child book illustration feel..
  • Pick up and Play: Springfox Games believes in creating games that are accessible, inclusive, and fun for everyone. Nif Nif embodies this philosophy by offering a delightful and rewarding experience for players of all ages.

Springfox are looking to speak to an often-forgotten audience with Nif Nif, and have plenty to say about the future of games for kids. Note we’re not talking about educational games - we’re focused on fun first, and if we learn a little something along the way, well then that’s a bonus!

 


Who is Behind Nif Nif?

Masha Mallet (https://hk.linkedin.com/in/maria-mallet), the game director of Nif Nif, started playing games at the age of 5 and helped her father, who was a game journalist, to test games he was reviewing for magazines. She has played all sorts of indie games throughout the years and played Hearthstone competitively, streaming it all through Twitch.

Professionally, she worked 12 years in the education field, created a language teaching startup, had a family with 2 beautiful kids, and was appointed Managing Director in a subsidiary of the Louis Vuitton group that she developed from the ground up in Hong Kong. Later on, her passion for games brought her to study game production in order to open a gaming company and create the games she wants her children to play, strategic, poetic, and kind.

About Springfox Games

Springfox Games is a global team of women and men dedicated to creating beautiful, accessible strategy games. The company is committed to fostering a love of gaming through fun, engaging, and non-violent experiences.
Article by: Susan N.
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Build Your Own Gnome-Topia in EcoGnomix on September 30th!

19 August 2024, Munich, Germany + Wroclaw Poland | Irox Games and Untold Tales have announced EcoGnomix, the quirky city-builder and turn-based roguelite hybrid mixed into one has a release date - 30th September 2024. 

The game will be coming to Steam, GOG and Epic with a Nintendo Switch version now in the works for later in the year.


WHAT IS ECOGNOMIX?

Build a lively little city above, by looting mystical caves with a team of gnomes below!

In EcoGnomix you send a team of specialist gnomes on rogue-lite runs into a labyrinth of enchanted caves to bring back resources to expand your village above. Grow your little gnome-topia to let your expedition teams go deeper and deeper into the caves. 

Pick your team to gather resources, collect supplies, and fight off foes in strategic turn-based gameplay. But be warned with each turn, the cave becomes more and more unstable, and ravenous bats pick away at your dwindling supplies. So decide when it’s time to leave and plan carefully. The deeper you go, the more supplies you’ll need to stay and fight. So balance your resources, adapt your team as you progress through various biomes, combine various upgrades and units to create powerful synergies, and know that no matter how a run ends, you’ll never leave empty-handed. 

A free playable Steam demo is also available.



GAME FEATURES

Build Your Little Gnome Village

Above the caves is where you will build your thriving little gnome village. Unlock new buildings to get upgrades and abilities, establish production chains for valuable resources, and build up a tiny economy to help your team of gnomes venture further on their adventures for riches. 

Strategic Rogulite Runs

Every level needs you to think and play strategically. Pick from a variety of gnomes to deploy, each with their own specialty. Place them at the start of your turn and send them to work gathering resources and supplies while fighting off foes. At the end of your turn, reposition your entire team, add more gnomes if needed, and gather again!

But be warned with each turn, the cave becomes more and more unstable and ravenous bats pick away at your supplies. So decide when it’s time to leave and move on. Choose your path down the caves as you decide which routes to take. The deeper you go, the more supplies you’ll need to stay so think carefully and plan each move.


A Different Team For Every Expedition

Every run lets you adapt, change, and upgrade your team at various points, making each expedition into the caves unique. Modify your team and playstyle to what you need out of the run, mixing it up when a change of tactics is required. Pick and swap from a variety of gnomes to get the job done, assign game-changing upgrades that combine in unexpected ways, and discover hidden special abilities for certain gnomes.

Progress With Every Run

Venture into the caves knowing each run gets you resources no matter how they end. The deeper you go, the more valuable resources you can gather but no matter the outcome, you won’t return empty-handed.
Article by: Susan N.
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Natsu-Mon: 20th Century Summer Kid - Switch Review

Natsu-Mon: 20th Century Summer Kid by developer Millennium Kitchen Co., Ltd. & TOYBOX Inc. and publisher Spike ChunsoftNintendo Switch review written by Jim with a copy provided by the publisher.

Estimated Reading Time: 4 minutes.



Going into Natsu-Mon I wasn't sure what to expect. I watched the trailer and knew it was about a ten-year-old boy on summer vacation and from what I saw it looked like a mix of Harvest Moon and Animal Crossing, two games I enjoy, so I had to try it.


You play as Satorua, a ten-year-old boy who is the son of a circus ringmaster. Satoru himself is not part of the circus as his parents are letting him choose his path in life. The next stop the circus makes is a small town called Yomogi Town. Satoru will spend all of August there from the 1st to the 31st. As the title suggests the game does take place in 1999

The game starts slow and I wasn't sure what I was supposed to do even though the tutorial does a good job of telling you how to play. It turns out that you can do just about anything you want from the start! There's lots to see and do. You can explore the open world map, catch bugs, talk to town folk, go fishing, go on little and big adventures, and even play detective with other kids. The adventures you get into are like quests. Completing a big adventure will give you a sticker that will add to your stamina. Stanmia lets you run faster and climb higher and one of the first adventures you get is to climb to some of the highest points on the map you will need these stickers if you want to complete it but again the game gives you the freedom to do what you want so if you don't feel like doing it you don't have to.


There's lots to see and do. You can help the museum with rare bugs, fish, and artifacts you can find buried. You can play and help little ghost girls, unlock scenes with the other characters, and even help make new fireworks! One of the things I truly didn't understand though was every morning you can do a radio exercise with the townspeople at the shrine and all it is is a long cut scene of everyone doing the excursies. You can move the camera around but it's best just to skip it or at least that's what I did. You do get a stamp for doing it and I haven't figured out what they are for.

There are 200 different kinds of bugs to catch luckily the game shows you ones you haven't caught before by putting a white circle around new bugs. I am glad that it has this or I would be wasting a lot of time trying to catch every bug I see. There are fewer fish and this is a good thing as I found fishing in the game to not be as fun as I expected. You fish by finding a spot near the water and then pressing a button to open the fishing menu that lets you pick what bait to use earthworm or crab if you are fishing in the ocean if you want to use a float or sinker and then you wait for a bite and hit the A button and that's it. It's not fun at least to me.


What I did enjoy about the game is it always seemed to add something new. I was less than midway through the month when new people came to town and was able to get my fortune told which tells you where events will happen that day or where is a good place to find rare items, bugs, or fish. I was also able to raise pigs! Although the game is non-violent you do get an acron gun that lets you shoot acorns. You will use this for some puzzles and if you see a pig that is wild or belongs to the shrine caretaker whose name is shrine dude you have to shoot them with an acorn to knock them out.

The game time passes at a decent rate but there are options to slow it down. I left it at default and it felt like it was a good amount of time. First thing when Satoru wakes up he will come down for breakfast, sometimes the characters will chat and hints will be given on some events. After you're free to do as you please until some time passes and it's evening and you are called in for dinner. If Satoru does something new that day or finds a rare bug or some such thing he will tell everyone about it at dinner. After dinner its night time where you can explore some more but only a limited area. It won't let you go too far on the map and you can not go swimming in the ocean at night. If you don't get to bed before 10 pm you will go to bed automatically and miss the next day's radio exercises. If you are trying to get every stamp for the month then you won't want to miss it. At first, you don't have a clock but you will get one if you keep playing and find it.


Whenever an event or when Satoru finds a new item or catches a new type of bug or fish you can have him draw in his journal. The picture he draws all looks like it was done by a child with either crayons or colored pencils. Then you can pick one of three things for him to write. A short, medium, or long summary of what happened. This little detail makes you feel like you're playing as a child.

I enjoyed my time with Natsu-Mon: 20th Century Summer Kid. It was relaxing, laid back, non-violent fun I look for now and then. There were some funny moments and there's just so much to do and see in the game that I feel like I will have to play through it a second time to see everything and I know there are places on the map I haven't been to as they have mentioned places I haven't been to. It's also a lot longer of a game than I thought it would be and I loved every minute of it. I went into the game not knowing much about it and came out with being surprised at how much I liked it. I will be looking and hoping for more of the series to come out here.


Score: 8 / 10



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