• NBA 2K25 - Xbox Review

    I can almost hear the naysayers with this latest release of NBA 2K25: “Another year, another sports title update, another roster update with nothing substantial added”. Well guess what?

  • Mika and The Witch's Mountain - PC Preview

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  • Ova Magica - PC (Steam) Review

    The farming simulator genre has solidified itself as a fantastic way to pass the time. Often these cozy games have a top down perspective and a pixelated graphics style...

  • Shogun Showdown - PS4 Review

    Are you in the market for a turn-based roguelike deck builder that has more of a focus on strategy than luck? Well good news for you, Shogun Showdown might be what you're looking for!

  • V Rising 1.0 Reviewed by a few Vampires

    Come one! Come All! Listen as we regale you with details of a vampire game that fully released on May 8th with more content, bosses, and just loads of fun!

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Build Your Ultimate Goblin Camp on September 17th!

September 13th, 2024 - Finnish indie game studio Korppi Games is delighted to announce that our first game, Goblin Camp, will be out in Early Access on Steam on September 17th, 2024.


Goblin Camp is a unique fantasy city-builder game, drawing inspiration from Finnish mythology and classic fantasy. Grow your settlement of goblins from a tiny fishing village to a bustling city, in a beautiful and vibrant northern forest inhabited by spooky spirits. Goblin Camp features exclusive music by video game composer Henri Sorvali (also known from Moonsorrow and Finntroll), showcasing the traditional Finnish instrument: the kantele.
 
Try the free demo today! 

 

About the Game

In Goblin Camp, you take charge of a small band of goblins who have decided to make their home in our middle world. Your population will need food, shelter and safety as they explore their new world and learn how to make use of its resources. Develop technology to unlock new items, structures and shaman spells, and protect your goblins from marauding enemies and the harsh northern climate.
 
The roots of Goblin Camp are in 2010, when it was first published as a freeware ASCII game. It has now been re-imagined by a three-person team led by the original developer, and Goblin Camp retains its roguelike heritage in its complex procedural map generation and deep simulation mechanics. The forest grows organically and responds to the choices made by the player, and as the camp grows and goblin culture spreads, the forest itself will begin to change. Innovative manager interfaces bring all the information you need and dispense with tedious micromanagement.
 
With its combination of deep mechanics and a beautiful world inspired by Finnish myth and legend, Goblin Camp offers a unique take on the survival city-builder and a memorable playing experience. 


About Korppi Games

Korppi Games is an independent Finnish game studio, staffed by veterans of game development at companies like Rovio, Boomlagoon, Seriously Digital Entertainment and Next Games, and an academic researcher with peer-reviewed publications and expertise in history and religious studies. This combination of skills and knowledges allows Korppi Games to create deep, thoughtful game experiences. 

Article by: Susan N.
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Ship Graveyard Simulator 2 Is Available to Play on Consoles!

September 5th, 2024 - Warsaw, Poland | Ship Graveyard Simulator 2 will be released for PlayStation 5 and Xbox Series X|S on September 6. The title allows you to become a worker who dismantles shipwrecks. The new installment offers enhanced gameplay and numerous new features, including the dismantling of large ship components. Console versions of the basic version also include the Warships DLC expansion, where powerful warships await players. Ship Graveyard Simulator 2 has previously appeared on PC, and there are also plans to release the game on Nintendo Switch.

The simulator, created by Polish studio Games Incubator, was first released on PC and received very positive reviews from players. Currently, on the Steam platform, the percentage of positive reviews is 80 percent (out of more than 1,700 reviews). Ultimate Games S.A. is responsible for the development and release of the game on consoles.

Ship Graveyard Simulator 2 is a new part of the simulator that allows you to play the role of a worker involved in dismantling shipwrecks. This is one of the most dangerous professions in the world, so you have to watch out for numerous dangers.

The second part of the game offers an even larger graveyard of ships - a beach with hundreds of diverse wrecks. Developers from Games Incubator studio have developed and improved the proven mechanics, while adding brand new elements and improving the visuals. Players can now use, for example, a special crane and a large container to deal with the largest parts of the wrecks.

The gameplay mainly involves exploring wreck decks and dismantling selected fragments that are most valuable. In practice, the player deals with, among other things, cutting, destroying or welding individual elements. The raw materials and parts obtained can then be sold, and the funds gained can be used, for example, for better equipment.

The basic console version of Ship Graveyard Simulator 2 also includes the Warships DLC expansion, which introduces powerful warships. Here the player must also equip himself with a Geiger counter, as the wrecks of some ships may contain radioactive materials.

Main Features:

  • Dismantling shipwrecks;
  • cutting, shredding and welding;
  • wrecks of sea colossi;
  • trade in parts and raw materials;
  • one of the world's most dangerous professions;
  • Warships DLC in the basic version of the game.

The release date for Ship Graveyard Simulator 2 for PlayStation 5 and Xbox Series X|S is set for September 6, 2024. The game is also scheduled for release on Nintendo Switch in 2024/2025.


Get It Now!

PlayStation Store: https://store.playstation.com/concept/10010588

Microsoft Store: https://www.xbox.com/games/store/ship-graveyard-simulator-2/9p5v8nv8mpl8

Steam: https://store.steampowered.com/app/2201940/Ship_Graveyard_Simulator_2/

Article by: Susan N.
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Shogun Showdown - PS4 Review

Shogun Showdown by developer Roboatino and publishers Goblinz Publishing and Gamera GamesPS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 4 minutes
Are you in the market for a turn-based roguelike deck builder that has more of a focus on strategy than luck? Well good news for you, Shogun Showdown might be what you're looking for!

In Shogun Showdown your goal is to traverse a series of areas, reach the Shogun's Castle, and defeat him. To do this you will have to take turns on a 2D "line", loading and using tiles and your character's special ability to fight your way through waves of enemies to get to a boss of the stage. Upon defeating the boss, off to the next stage, as well as a merchant. Between sets of waves and after the boss and before your next area, you can upgrade tiles, or purchase or exchange with a shopkeeper respectively. You will also be able to select from new tiles to put into your deck as you progress on your quest.


Fighting your way through enemies and bosses has a very interesting action economy system. Essentially, both you and your enemies are on a turn-by-turn basis. Selecting a tile, using tiles (yes, multiple), moving, using your character skill, or turning around takes a "turn", with a few exceptions. Enemies will express what their next turn is via an indicator, and you can do your best to disrupt it. Using an attack? Move out of range. Moving to a position? Fill that position yourself. Not all of these will necessarily be the best option, but they're still available to you. 

You can load up to three tiles in your attack schedule, each loading taking one "turn". Once you have multiple tiles in your attack lineup, you can swap their places in turn order. Once you choose to use your tiles, they will be used from the bottom up in order and one at a time. Thankfully you can swap the order as long as they're loaded without expending a turn. Some tiles will have different ranges and damage, some are primarily for movement, and some have special effects, such as curse which damage received by an enemy on the next hit. 

Tiles themselves all have a "wait" value as well, indicating how many turns you have to wait before you can use those tiles again. Sometimes this means you'll be left without a method to attack for awhile if your tiles are all on cooldown. There are a few ways to deal with this. First is to strategically place yourself so you can expend turns without getting hit. You also have a number of consumable items you can discover or buy. These do not use a turn to consume, and one of them has the effect of bringing all tiles off cooldown. There are a few more methods to help with tile cooldown, but probably the most prevalent is to find an upgrade that offers cooldown reduction. You can reroll at progressively more expensive rerolls, but sometimes it can be worth it to reduce a large cooldown to a small one.


After you have finished a run, you will be left with some skulls for meeting certain benchmarks. These skulls can be used to permanently unlock slots in the merchants as you progress through a run, or at your sort of base camp, where you can spend them to unlock new tiles and skills that you can find, earn, or buy while attempting a run.

Shogun Showdown is framed in a charming bit-style graphics with an oriental stylized soundtrack, and characters/enemies to boot. Shogun Showdown does a good job of showcasing a fairly simple system that can really draw you in. As a wonderful added bonus for me, unlike most roguelikes or deckbuilding style games, there is a much larger focus on strategy here than on luck and hoping you get what you need. Sure, there may be luck involved in getting tiles, skills, and upgrades you want, but planning when to use what tile, how, and when to use your character's special move are all a lot more important in the grand scheme of things. Proper planning can lead to a victory even without good luck.


Overall, Shogun Showdown is a wonderful little adventure in turn-based roguelike deckbuilding. With a heavier focus on strategy and planning than luck, it's a nice change of pace from what's currently in the market. With a wide variety of options to add to your deck, as well as an upgrading system for your tiles, Shogun Showdown is a good showing in the roguelike deckbuilding genre.
 

Score: 9.5 / 10
 
 
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Shogun Showdown Full Release is Out on All Platforms!

THIONVILLE, France – Sept. 5, 2024 | Italian solo developer Roboatino and French publisher Goblinz Publishing are proud to announce that that Shogun Showdown version 1.0 is out today on Steam, GOG, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X|S 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.


PRESS RECEPTION

"An instant indie essential. A perfect little core of left-to-right puzzle-styled violence that plays like a sort of bloody rhythm game, and it makes for an endlessly addictive experience that's easy to pick up and lose hours to." 9/10 at Nintendo Life
"For fans of roguelikes and strategy games, Shogun Showdown is an experience you shouldn’t miss out on. With a complex but satisfying gameplay system, a wealth of progression and an incredibly charming style, this is a roguelike which stands with the best." 9/10 at GameGrin
"I’m seriously impressed by Shogun Showdown, and thanks to its nuanced combat and replayable structure, it’s a game that I’m going to keep coming back to. I love everything about it, and alongside Balatro and Hades 2, it stands as one of the best roguish releases of the year." Rogueliker
"The game shines with its addictive and in-depth turn-based combat. It’s perfect for those who thrive on a challenge, and with all the new updates rolling out, now is a great time to jump in. It’s definitely worth the price, offering tons of replay value and plenty of excitement." - 8.4/10 on Game8

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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Ultimate Games S.A. Releases 112 Operator on PlayStation & Xbox!

August 29th, 2024 | 112 Operator is a title developed by independent Polish studio Jutsu Games, which is known for its 911 Operator and Rustler games. Ultimate Games S.A. is responsible for developing and releasing the game on PlayStation and Xbox consoles.


The game was previously released on PC and Nintendo Switch, where it was very well received. On the Steam platform, 112 Operator currently has a percentage of positive reviews of 89 percent (out of more than 4,700 reviews), and a Metascore of 73/100.

In 112 Operator, the player is in charge of answering emergency calls from people in need of help and managing emergency services. It is up to the player to correctly recognize the situation in a given case, give the right advice and send a fire, police or ambulance unit to help. It is also important to remember that the services do not have unlimited resources, so every decision of the operator matters.

A variety of difficult situations and hazards related to weather, traffic and human activity, among others, await resolution in 112 Operator. The gameplay is also influenced, for example, by the daily cycle and the seasons. The game also offers a unique system of major events that raise the level of challenge.

Developers from the Jutsu Games studio have prepared both an extensive career mode with story missions and a free mode. Importantly, the gameplay was set on maps of real cities from different parts of the world.

Main Features:

  • career as an emergency phone operator
  • management of emergency services;
  • maps of real cities;
  • an extensive system of major events;
  • two game modes (career and free play)

The 112 Operator's release date for PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S is set for August 30, 2024.



112 Operator 






Basic information:

  • Title: 112 Operator
  • Genre: Simulation, Realistic, Recreational, Strategic, Indie
  • Developer: Jutsu Games, Ultimate Games S.A.
  • Publisher: Ultimate Games S.A.
  • Language: English, French, German, Spanish, Polish, Russian, Simplified Chinese, Korean, Japanese, Brazilian Portuguese
  • Number of Players: 1



Release Dates: 

  • 30.08.2024 (PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S), 
  • 23.07.2021 (Nintendo Switch), 
  • 23.04.2020 (PC Steam)
Article by: Susan N.
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Announcing Detective Narrative Game 'Mindcop' by Dear Villagers and Andre Gareis!

Montpellier, France - September 4, 2024 | Dear Villagers is proud to announce their publishing partnership with German solo developer Andre Gareis on his detective narrative game Mindcop, a non-linear “whodunnit” detective game, mixing a story driven adventure with investigation time management and also real-time puzzle mechanics. The game has a release window set for Q4 2024 on Steam, Nintendo Switch, and PS5. 


After 6 years in development, Mindcop is almost ready and will bring interesting fresh ideas into the detective game genre. Players will have to use their Mindcop capabilities to uncover secrets and unravel people’s lies to find the true suspect of the town’s murder. The Mindcop can attempt to sneak into the mind of one of the suspects, this plays out as a real-time puzzle game. for example to uncover their secrets and unravel their lies. You have 5 days to solve this murder and every action comes with a time cost. As the Mindcop, make tough decisions on what is worth your time and what will lead you to dead ends. Choose well and discover two different endings! 

Are you curious to try out Mindcop? Then we invite you to check out the game’s Steam page to access a demo with the 1st day of Mindcop’s investigation!

“Mindcop is my first commercial game project, a detective game in which players really become the detectives and make all the choices. My aim was to create a small world with fleshed-out characters, a captivating mystery and a lively, unpredictable gameplay experience. The most interesting aspect of the game is its time management system: every action costs time, and the total time you have to find the murderer is limited. This gives weight to every decision and makes each game unique. Mindcop has been my main creative outlet for six years, and I hope it will become someone's favourite game for some time to come." - Andre Gareis, Mindcop developer



ABOUT ANDRE GAREIS

Mindcop is created by German game developer Andre Gareis (he/him). Andre Gareis has been working as a solo-developer on MindCop for 6 years and full time starting 2022.

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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Forever Skies Flies in with A Major Update!

6 September 2024, Wroclaw, Poland | Forever Skies, the first-person, sci-fi survival game that lets players build and pilot a high-tech airship to explore an ecologically devastated Earth, has just released a major new update.



This update brings a range of highly requested community features to the game, focusing primarily on thrilling new combat encounters against hostile enemies.


Players will once again venture beneath the toxic dust to explore a new location, now teeming with deadly enemies that guard rare and valuable resources amid the overgrown ruins of Earth. To tackle these dangers, players can craft a variety of new tools - including traps, mines, specialized crossbow bolts, and armor upgrades - to increase their odds of survival. A stealth approach is also possible for those who prefer to take a quieter route.


 

Some of the highlights of the major update include:
 

  • New Enemy Types for Combat Encounters
  • New Locations and Resources to Discover
  • Expanded Arsenal of Tools and Weapons
  • Improved Inventory Management
  • Suit Armor Upgrades
  • New Airship Decorations and Resources
  • New Artifact Trading System
  • Bug Buddy Companion
  • Further PC Optimizations

This is the 24th update for Forever Skies since it launched into Early Access in June 2023. The game continues to grow from strength to strength and has maintained its 87%+ rating (currently from 3,700+ reviews) since its launch.
 

With the release of this update, the team behind the combat features will join the ongoing development of the planned co-op experience for Forever Skies, which is set for release in late 2024.
 

Forever Skies is now available at a 25% discount on Steam.



    Article by: Susan N.
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    NBA 2K25 - Xbox Review

    NBA 2K25 by developer Visual Concepts and publisher 2K GamesXbox Series X review written by Nick with a copy provided by the publisher.

    Estimated reading time: 8 minutes

    I can almost hear the naysayers with this latest release of NBA 2K25: “Another year, another sports title update, another roster update with nothing substantial added”. Well guess what? They’re very, very wrong. NBA 2K25 is the best annual update the series has seen in some time. I’d go so far as to say NBA 2K25 is the best sports video game release we have seen in years.

    I wouldn’t want the unenviable job of trying to develop new features, while trying to figure out what worked from last year’s game and keep it going, while balancing that against wanting to freshen things up, all on a limited timeframe because of the yearly cycle of major sports leagues. It’s a tightrope act that can often earn more jeers than cheers from fans who lament the cycle as a roster update cash grab.

    NBA 2K25 doesn’t completely reinvent the wheel here, but it doesn’t have to. This is a franchise that didn’t get exclusive NBA rights like Madden did with the NFL; they simply put out the best basketball game year after year until the would-be competition picked its ball up and went home. Since then the series has been good, but seldom great. Last season was a bit of a bust in my opinion, so I was unsure what to expect from this year’s release. And right off of the bat? I had a somewhat odd feeling because things felt off. Different. Uneven. Loose. There were a lot of descriptors going through my head as I figured up a quick match and just wanted to get a feel for the game itself without working through the tutorial. 


    The thing is, what started off feeling sloppy actually grew on me as I realized it was simply more fluid. The feeling of loose controls was flexibility in movement and control options. The more I ran up and down the court, the more I began to appreciate that this game I knew so well and had been playing for well over a decade now finally felt like it had shaken some of its on-rails stiffness. There have always been exciting, flashy plays in NBA 2K, but many times things felt scripted. A specific set of animations triggered to go off in a very specific way. That may still well be the case behind the scenes, but the engine used in this year’s game feels like it has hit a new level.

    Shots don’t just swish or bank in, they roll around the rim, ricocheting off of the backboard in unexpected ways. An errant pass doesn’t just sail out of bounds, but sometimes bounces off of a foot or a hand. One time it bounced off of the back of a player’s head, only to be snatched out of the air by a nearby defender who put the ball on the floor to advance, making contact with a teammate, nearly losing their balance before pressing on up the court. Such a simple set of events, but this is by far the most realistic representation of player movement I’ve seen yet.

    Sure, this engine looks great in general. Well-known players look like themselves. The really great ones don’t just look like themselves, but are animated to move like themselves. Little nuances from free throw form, to how they handle a crossover to how they chew on their mouth guard. There’s a level of authenticity here that NBA diehards are bound to eat up, and all of it translates to the best basketball playing experience I’ve had yet. 

    The presentation doesn’t stop there, as there’s an excellent soundtrack of music that plays in the background, tons of voiced dialogue in the MyCAREER mode, tons of authentic filters and commentary both for the modern game and some of the older eras for those throwback games. There’s still times where I recognize bits of audio commentary that’s been used in the last game or two, but the repetition’s down this year, with more audio than ever it seems like. There’s still room to expand – maybe have some more commentators or something, similar to Madden introducing more teams this year, but I know that’s likely a lot of work and a few bucks to bring those crews in – but it’s an area that could be improved.

    Speaking of improvement, there’s aspects of the UI that I don’t love. Maybe I’m just being an old fuddy, but I preferred the last couple of shot meters to the ones presented here. It was a bit of a surprise to see what it looked like this year when I pulled up for my first shot. It bricked. There’s something about navigating the MyTEAM mode that took more time to get used to than usual as well. Just something about the menu UI didn’t click with me for a while.

    Last but not least, since I’m airing grievances? I might as well bring up how much I have Virtual Currency. The microtransactions are strong with this series, and they have been for many years. They want too much of the VC (virtual currency) for the packs in MyTEAM, which is a sort of fantasy sports meets card collection mode that wants you to open your wallet. Still, you can choose to spend or not, and outside of the VC I start with for the version of the game I reviewed, I never buy any more. I’m just not a big microtransaction person in any game, so I tend to grind in games to avoid paying more. The good news is, compared to last year’s NBA 2K24? This year’s MyCAREER didn’t feel nearly as grindy. In fact I was earning VC at a good rate and enjoying my time doing so far better. 

    That being said – I do have a request 2K: Could we stop with the pop-up windows when the game starts? Instead of defaulting to having them open, maybe have a banner with a button to be pressed to bring them up.  It’s annoying to fire up the game (which takes a bit to load in the first place), then see a menu and attempt to pick your game mode only to have a window pop up trying to get you to upgrade your purchase. And sometimes if you close that, a second window with a different offer pops up. It’s annoying, and it keeps me from getting right into the action.

    There’s plenty of other modes to be had here outside of MyCAREER and MyTEAM as well. MyNBA is all about running a franchise. I love that there are different eras represented here (including the new ‘Curry Era’. I went back to the 80s to live out the early and later stages of my Detroit Pistons Bad Boys era in two different franchise files. There’s a ton to sink your teeth into here, and I lost a lot of hours to it. There’s also a MyGM mode that’s more of an RPG-lite management experience set with the current era as you also take the reigns of a franchise, but with a bit more story behind it. The story’s writing feels a bit stilted at times, but it’s still a lot of fun.

    I was really happy to see The W get more love this year as well. Whether you follow the WNBA or not, it’s impossible to be more aware of the league with the arrival of some of this year’s top rookies, Caitlin Clark and Angel Reese. But it’s more about these new faces to the league. There’s more of an effort to make this mode more fully fleshed out than years past, including some storyline elements that don’t quite make it equal with MyCAREER, but a worthwhile endeavor all the same. And it’s worth noting that you get a set amount of VC for completing games in these other modes. I’ve seen some people grumbling that the requirement for ‘always connected’ could one day render these offline modes unplayable, but in reality I like that I’m getting VC for playing games, regardless of where (though MyTEAM does have a second currency in there. Frankly I think they should do away with that and just unify everything through VC. 

    Even with all of these modes? The vast majority of my time is spent with MyCAREER mode. I went with a different build than recent years for my first one, and I’m having a blast with it. The actual storyline’s not as interesting as a some of the prior years have been, but the voice acting is solid and the progression elements have been a lot of fun. I’ve been up entirely too late at night since installing NBA 2K25, and it’s usually because of this roleplay-lite mode.

    Simply put, NBA 2K25 is the best release this series has seen in years, and it’s probably my favorite sports game right now. This series has a knack for being my guilty pleasure, in that I play it more than almost anything else each year, and that’s very likely to be the case here once again. The package isn’t a flawless one, but there’s undeniable progress throughout NBA 2K25, and fans of the NBA owe it to themselves to play it.

     

    Score: 8.75 / 10

     

     

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    System Era Softworks and Devolver Digital Reveals First Astroneer DLC!

    September 3rd, 2024 | System Era Softworks, developers of Astroneer and the newest members of the Devolver Digital family, are excited to reveal Glitchwalkers, Astroneer’s first-ever paid expansion arriving later this year on PC, Nintendo Switch, PlayStation 4, and Xbox One. That’s right: after recently celebrating five years of spacefaring and over 11 million players since the launch of Astroneer 1.0, System Era thought, “hey, why not throw another planet in there?” Devolver nodded along, not really understanding.


    Glitchwalkers continues Astroneer’s legacy of survival sandbox gameplay and takes it to new extremes. A new planet — the largest in Astroneer — awaits, complete with new biomes, technology, gameplay features and the game’s first true villain. 

    Players seeking new challenges are in for a treat with the introduction of Lyn, a disgruntled member of the ESS Elysium crew who has taken to tinkering with the Astroneer Training Program’s (ATP) code. Players must work with the Elysium’s Head of Maintenance, Frank, to stop Lyn and her nefarious plans before she dismantles the ATP from the inside.

    Glitchwalkers will transport players to Aeoluz, an enormous new planet born in a glitched solar system where they’ll be tasked with counter hacking Lyn and breaking firewalls to return the ATP to normal.

    Aeoluz plays host to a number of new surface and cave biomes for players to explore, while a new tech tree and modules offer up new ways to progress and unlock both new and old technology.

    Glitchwalkers will expand Astroneer’s universe while maintaining all of the crafting, building and exploration that existing Astroneers know and love. For those players unprepared to leap into the unknown, there will also be a free companion update to the base game that introduces new gameplay, quality of life improvements, and bug fixes.



    Stay tuned for more information about Glitchwalkers, including the impending release date, by following System Era at the links below, and wishlist today.

    Instagram: https://www.instagram.com/astroneergame

    Twitter: https://www.x.com/astroneergame

    Website: https://astroneer.space/

      Article by: Susan N.
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      Nintendo Switch Becomes a Buffet Boss September 6th!

      September 2nd - Warsaw, Poland | QubicGames has announced that Buffet Boss by CrazyLabs will be released for the Nintendo Switch on September 6th.


      Buffet Boss by CrazyLabs:

      Step into the fast-paced world of Buffet Boss, where you’re not just cooking - you’re building a culinary empire!

      Start as a humble entrepreneur and rise through the ranks to become the ultimate chef, bartender, and manager.

      As your restaurant grows, so do the challenges. Keep your customers happy, manage overcrowded dining rooms, and make sure your team is always at their best. The more successful you become, the more obstacles you’ll face, but with the right strategy, you’ll dominate the industry!

      Features:

      • Whip up a variety of mouth-watering dishes and refreshing drinks!
      • Serve your guests quickly and keep your restaurant spotless!
      • Train your staff to perfection and upgrade your kitchen equipment
      • Expand your restaurant to become the biggest and best in town!

      Prove your skills, overcome every challenge, and rise to the top as the Buffet Boss!



      About CrazyLabs:

      CrazyLabs is a top-three mobile game publisher and developer with over 6.5 billion downloads and more than 250 million monthly active players in the hyper-casual, hybrid, and casual gaming space. Check out our best games here.

      Article by: Susan N.
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      Mika and The Witch's Mountain - PC Preview


      Mika and the Witch’s Mountain by developers Chibig S.L.U., Nukefist and publisher Chibig—PC (Steam) preview written by Valerie with a copy provided by the publisher.

      Estimated reading time: 5 minutes


      Presses the ‘R’ key to land Mika, the main character, in this wonderful 3D fantasy adventure game by ChiBig Studio. I had been waiting since March 2023 for this game and Mika and The Witch’s Mountain finally landed in my lap! Since this lovely relaxing game is still in Early Access I’ll cover the tonne of fun I had as well as the little grievances that popped up during gameplay. Yes, I did finish this game that didn’t overstay its welcome clocking in at five and a bit hours. Yes, you caught me. I love doing achievements, so I wandered a little to get them! *Laughs*

      In this relaxing adventure you play as Mika and your goal is to get back up to the top of The Witch’s Mountain, where you were until recently, to Olagari’s home, the head witch, to apply for apprenticeship with her. Mika wants to be a witch just like her mother and she even has a letter of recommendation! Unfortunately, Olagari doesn’t accept the letter and shoves Mika off the mountain. Mika’s broom doesn’t survive the fall so the first person Mika meets is Allegra who offers to fix her broken broom for an amount of money. Mika doesn’t have any money and Allegra suggests she take the open position as a delivery person.

      Yay! I get to ride a broom! Okay, that’s not the main draw of this game for me, but it’s certainly an awesome plus! This game hits all the boxes for relaxing in content: to collect items, money to earn, people to meet, places to discover, and more! The 3D art style in its cartoon-y fashion is soothing and can sometimes feel like you’re reliving your childhood over again but through a different lens.



      On this island is the town of Orilla where the next person you meet is Greff, the owner of the Orilla Town Delivery Company. Abrupt and brusque, he meets all the requirements of an upstanding taskmaster with a few not so nice traits that keeps Mika on her toes to better herself through completing her deliveries with as few bumps and bruises as possible. Those 'bumps & bruises' are getting the package wet, hitting the package, and sometimes a timer which I'll address a little later.



      The quest and information screens are like a notebook to keep tabs on Mika's progress. In here you can see your new broom's statistics, your goals, and the extras in your backpack. There are also screens of the delivery card, the map of Mont Gaun that you are given by Greff, and a detailed diagram of a controller with labelled buttons of their corresponding actions. I'm a keyboard and mouse gamer, so I was happy to discover that I can use the WSAD keys, a couple of other keys for turning pages, the Enter key, and mouse to navigate through the game.

      There's also tracking of the outfits you can get, broom trails, and tarot cards which was also a plus for me. Oh yes, and chocolate! Well, in game chocolate, but yummy as that's a definite addiction in real life!


      So I had mentioned collectibles and here you can see a treasure to collect and what you can purchase in the store. It is accessed here at this monument that you can see in the screenshot on the right. There are charms and outfits you can get too.


      Remember I said I would get to my grievances later? Well, here they are. Because I also wear one of the editor hats, I found some text that didn't fit, or words that should be something else, and missing letters in words. There also isn't a save button in the game to do your own saves, so when I loaded up the game later on I found myself in a spot I hadn't gotten to yet. 

      When flying on the broom it very much felt like the mechanics in Spyro the dragon when I played that game. It took a bit of getting used to and finally evened out when I relaxed into the music of the game to get from place to place. Almost like the slalom on a ski slope (which I've never done, but have observed plenty watching on tv or that one trip with friends who all loved skiing), smooth and continuous left to right and right to left in a straight line to your destination.


      I very much enjoyed everything about this game from the graphics and music down to the secrets and places to explore. Even after the twist at the very end you're still given the opportunity to go back into the game and catch up on things that you missed or to do more exploring! I am happily smiling and I am in a great mood with each time I started up the game to continue on.

      Definitely a great game to relax with and lots to enjoy! Thank you ChiBig for making this part of your game world and I hope to see more of Mika in future games! Meanwhile, to all you folks out there reading this preview, if you enjoy a relaxing, colorful, whimsical adventure game go get this one or any of the others in ChiBig Universe on Steam.

       

      Score: N/A



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      1.0 of Halls of Torment Arrives on September 24th!

      Stuttgart, Germany – Aug. 29, 2024 - German 5 people indie developer Chasing Carrots is proud to announce the 1.0 release of Halls of Torment on Steam this September 24 at a full price of 6.66 EUR|USD and with a release discount of 25% during the first week after launch. Halls of Torment is a casual roguelite action RPG presented in a pre rendered retro look reminiscent of RPGs from the late 90s. Choose one of 11 hero characters and descend into the deadly Halls of Torment. Fight unholy horrors from beyond and survive wave after wave until you face one of the tormented lords. Advance your hero with character traits, abilities, and items. Create a new powerful build during each run. Explore various underground expanses and find new powerful items that enable you to venture even deeper into the abyss.



      An exceptional reception from the community during Early Access


      During the 16 months in Early Access, Halls of Torment has received more than 21500 reviews from players from all over the world, averaging a 96% positive rate. Here are some numbers that represent the feedback shared by its engaged and fantastic community:

      • Replayability. The average playtime per user is 20h and the median playtime is 12 hours. 
      • Large amounts of content at a great price. The conversion rate from wishlists to purchases during the Early Access period ranged between 50 and 70% with a total sales of 905K copies to date and only 3% of refunds.
      • A unique visual approach to 90s retro graphics. The studio took the original impressions and tried to amplify the 90s games aesthetics as players would remember them with nowadays standards.
      • The most satisfying skeleton destruction sounds in town!

      "We're very excited for the 1.0 release of Halls of Torment. It's been an extraordinary journey for us so far, and we're looking forward to seeing the players' reactions to the feature complete version of the game. We've added a lot of late game content for seasoned HoT players, but at the same time we've also improved the experience for newcomers. We think it has become a solid and well-rounded game, and we hope a lot of new players will enjoy it." - The Chasing Carrots team


      Main Features and Full Content List


      Main Features

      • Old school pre-rendered art style
      • Quest-based meta progression
      • Large selection of diverse abilities, traits, and items, all enabling you to create interesting synergies
      • Diverse bosses featuring unique mechanics and attack patterns
      • Several distinct characters allowing for many different play styles
      • Unlock and explore multiple interesting and challenging underground worlds
      • Unique items can be sent up to the overworld and used to customize future runs
      • Craft magical tinctures to direct fate in your favor
      • Unlock the power of each class and combine them with your chosen character
      • Defeat the Lords of the underworld and explore infinite growth
      • Find rare item variants to further improve your builds
      • Put your strategies to the test in the late game against the unbeatable Shrine of Torment

      Full Content List

      • 6 stages with unique environments
      • 11 playable characters & character marks
      • 25 blessings that make you stronger for each run
      • 60 unique items to retrieve and unlock
      • 240 higher rarity item variants
      • 74 abilities and ability upgrades
      • 30 artifacts to customize your game experience
      • 35+ unique bosses
      • 70+ unique monsters
      • 500 quests to complete
      • 1000+ traits that upgrade characters and abilities

      NEW FEATURES AND CONTENT ADDED IN VERSION 1.0

      • The last main Stage, The Vault. With a price to pay…
      • In the Vault the time ticks up and you decide how much time you spend in it.
      • Introducing the Shrine of Torment for new challenges.
      • Find artifacts for the Shrine of Torment to modify the game.
      • Shorter game modes, more enemies, traps and additional loot!
      • Rescue the Scriptor from the Frozen Depth for unlimited growth.
      • Character can reach new heights with the 5th tier Traits
      • New uncommon item variants and introducing rare variants exclusive for high difficulty levels.
      • Uncommon variants can now be retrieved and offer even more targeted customization for each run.
      • 16:10 and widescreen support arriving, as well as many other QoL features!


      About Chasing Carrots

       
      Chasing Carrots is an independent game development studio located in Stuttgart, Germany. Since their founding in 2011, they have been passionate about crafting games that captivate and entertain. They pride themselves on producing nearly every element of our games in-house, ensuring a high level of quality and consistency. Driven by their love for gaming, they focus on innovation, creativity, and delivering player-centric experiences.
      Article by: Susan N.
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      BAKERU - Nintendo Switch Review

      BAKERU by developer Good-Feel Co. and publisher Spike ChunsoftNintendo Switch review written by Richard with a copy provided by the publisher.
       
      Estimated reading time: 6 minutes 

      Are you ready for a wacky and weirdly informative/educational trip through Japan to dispel a not-so-vague evil? Well, you're in luck because today we're taking a look at BAKERU! 


      BAKERU tells the tale of a young Tanuki Bakeru, or transforming raccoon-spirit, who ventures across Japan working to stop Oracle Saitama from taking over Japan with his Festival Troops. Along the way, Bakeru will meet allies, explore various locales, get into some fights, and improve his powers of transformation! If you're observant, you may also collect interesting trivia and souvenirs from the locations you visit.

      As Bakeru you will travel across Japan in a 3D action adventure style. Gameplay is split into multiple stages, where each stage has the goal of either getting to the end and hitting an "end goal", or defeating a specific enemy to clear the stage. In the case of the "end goals", these are protected, and you must find and destroy at least three festival lanterns in order to break the protective barrier. These are either sitting around somewhere in the stage, protected by enemies, or need coaxing out of the ground with a power attack. There are usually more than three protective festival lanterns per stage, so no need to worry too much if you miss one.

      Bakeru has a number of options available at his disposal in order to traverse Japan and defeat the Festival Troops. You can whack enemies with either of the shoulder buttons on the Switch, left button hits left, right hits right, or you can hit both at once for a stronger hit. You can also charge your hits for a power attack. Each individual charge does a different type of attack, while both together charged are an area of effect slam, which will also pull hidden festival lanterns out of the ground. You have a block and dodge, as well as a "perfect" form of both, where activating it just before a hit stuns an enemy or allows you to chain into attacks respectively. You will also acquire different powers of transformation as you progress through the game, such as the ability to shrink to get into small spaces, or a strong hitting form that doesn't last too long.


      As you explore around each stage, there are collectables to find in the form of trivia, souvenirs, and friendly tanuki. The tanuki get unlocked later in the game, but the trivia and souvenirs are available from the beginning. Trivia can be earned by talking to a little yellow-coated character, and usually provides you with a piece of trivia related to the area. Sometimes this trivia is about the specific location you're visiting, or maybe it's about something related to a local specialty. The souvenirs come in sets of three and consist of a pennant for the area, and two locale related items. The tanuki on the other hand disguise themselves as objects in the stage, just with a raccoon stamp or tail on them, and shake occasionally. Whack them a few times and they'll join your roaming band as you travel Japan.

      Is the game getting too tough for you? Enemies packing a wallop? Not enough health? Want to deal more damage or run faster? Well, lucky you! Throughout each stage there will be a vendor station where you can buy health replenishments, permanent health increase, stage long power and speed increases, as well as consumable items. Obviously these cost cash, but you'll be earning quite a bit throughout your journey. Speaking of cash, it also acts as your "lives" in a stage. Every time you die, whether by falling off an edge into a bottomless pit or losing all your health, you forcibly pay one hundred bucks and come back at the last checkpoint you poked. Death is pretty cheap in BAKERU, both literally and figuratively.


      BAKERU is pretty clearly targeting a bit of a younger audience here, both in tone and gameplay. The narrative, gameplay, characters, and even presentation definitely give off a sort of "let's get kids more into this" type of feeling. The game certainly isn't that difficult, especially if you pick up the power/speed upgrades at the start of a level, some of the trivia adults or older players would look at and think"...uh, doesn't everybody know that?", and all the characters have a cartoon-y and friendly feel to them like a Saturday morning cartoon. Now I'd like to be very clear here when I say none of this is a bad thing. Yeah, I'd personally prefer a bit more of a challenge, but that's personal preference rather than developer fault. I certainly really enjoyed playing through the game, even if I didn't have much trouble with any of the stages.

      Another piece of good news is that the stage design and music were always in-sync and really gave the stages that extra oomph that you don't always see, which was really nice. Stages are all places in Japan, tailored to something related to that area, such as beach fronts, long skybridges, an "underworld"-esque theme, or rife with orange trees (mikan!). If the goal was "Saturday morning cartoon vibe", the developers certainly nailed it, especially with the wide variety of stage types.


      There's a lot to praise about BAKERU: the combat is smooth and not clunky at all, the stages are varied and fun, there are different stage types like races and shooting sections to freshen things up, and the collectables and trivia are really great to keep you invested in exploring the surprisingly lengthy stages. There is extremely little I can really say that's a complaint, other than that I feel like world map movement can feel a little slow. Eventually you get a method to free travel on the world map, while you start going between connected nodes for the first while, and while there is a speed boost to your travel method, it does feel a little slow still. Either way it's rather small potatoes compared to the experience as a whole.

      All that being the case, while BAKERU was a wonderful experience, it also doesn't really push the envelope or revolutionize anything that hasn't been done already. Once again, no slight to the title, I really did enjoy it immensely, but by the time I got to the end, I was about ready to conclude my time with BAKERU. It certainly held me all the way to the end, but I doubt I'll be replaying it anytime soon. It's a bit of an area where you're trying to make it accessible to as many as possible, meaning you're a little limited by what you can put in and try. It hits every checkmark on the list to make a good game, but doesn't quite push past that.


      BAKERU is at it's heart a very Japan themed action adventure/platformer style title that presents itself well both mechanically and aesthetically. Filled with colourful characters, vibrant and unique stages, really interesting trivia facts, and smooth combat, BAKERU is an absolute gem to play through. Although maybe geared for a younger audience, it's still all-ages fun!

      Score: 9 / 10

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