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Pay Off Your Debts By Starting the Dungeon Inn Today!

14 November 2024, Singapore – Spiral Up Games is thrilled to announce that Dungeon Inn, a cozy turn-based inn management game, released today on Steam Early Access at a retail price of 12.99 EUR|USD. In celebration, gamers can take advantage of a special 10% launch discount for the first two weeks after launch. With 4 charming and fun chapters packed full of engaging puzzles and quirky narrative, this game offers at least 5 hours of enthralling cozy strategy management.


Aldric Chang, CEO of Spiral Up Games, shares: "We are stoked for the launch of Dungeon Inn and eagerly anticipate its reception. This game introduces a unique blend of cozy resource management and turn-based strategy while managing an inn amidst the rivalry of two guilds. We believe the game's charming art, playful tale and puzzle elements promises an engaging and adorable experience for players."

About Dungeon Inn

Dungeon Inn invites players to step into the role of Sara, an innkeeper who strikes a deal with a dragon to open an inn at the entrance of a busy dungeon. Players must manage the rivalry between two adventurers’ guilds, ensuring they don’t uncover Sara’s secret double dealings. With cozy, strategic gameplay, players will have to cater to customer demands, upgrade their inn to attract more guests, and craft the perfect strategy to thrive in a charming yet challenging setting.


Main Features

Turn-Based Inn Strategy Management: Using various tools at your disposal, deploy turn-based strategies to draw in adventurers, or slow them down to keep rival guilds apart. Perfect your timing to prevent clashes, boost profits, and watch your inn flourish!

Master the Art of Covert Inn Operations: While clashes between guilds may be unavoidable, strategic intervention is key. Send in covert armored fighters to tip the scales in one guild's favor to reduce suspicion on your double-dealing.

Strategize & Keep Guests Happy: Your response to events and requests will impact your inn's reputation and income—and could either quell or raise suspicions.

Upgrade and Transform Your Inn: Invest your hard-earned coins in exciting new facilities, like training rooms and restaurants, that attract more guests and unlock new events.



Useful Links:


ABOUT CAT SOCIETY

Cat Society is a small South Korean studio of three passionate developers focused on crafting visually beautiful and emotionally resonant games. They explore innovative gameplay and storytelling, aiming to create memorable experiences that leave a lasting impact on players.

ABOUT SPIRAL UP GAMES

Cat Society is a small South Korean studio of three passionate developers focused on crafting visually beautiful and emotionally resonant games. They explore innovative gameplay and storytelling, aiming to create memorable experiences that leave a lasting impact on players.
Article by: Susan N.
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Hack'n'Slash Card Game 'Liberte' Coming to Xbox Series X|S!

Liberte, a French Revolution-inspired hack'n'slash with card game and roguelite elements, is coming to Xbox Series X|S consoles on November 15. The title is distinguished by a dynamic combat system and a storyline combining political intrigue with occultism. Liberte also refers to the works of H.P. Lovecraft and body horror movies. The game has already hit PC, and will also be released on PlayStation 5 in the next few months.


The game was developed by Polish studio Superstatic and appeared first on PC. Ultimate Games S.A. is responsible for the development and release of Liberte on consoles.

Liberte is a hack'n'slash game, which also offers, among other things, elements of a card game and roguelite. The gameplay mainly involves exploration and combat. Under a dynamic combat system, the player can create any combination from more than 100 available skill and talent cards. In doing so, both white and firearms can be used.

The plot of the game refers to historical events related to the French Revolution. The creators' inspirations also include the works of H.P. Lovecraft and the films of David Cronenberg.

In Liberte, the player finds himself in an alternate version of 18th-century Paris during the French Revolution. The chaos is compounded by the appearance of a being from another dimension - the mysterious Lady Bliss. The player takes on the role of Rene, who is chosen by Lady Bliss to find the next ruler from among the representatives of the four factions vying for power. As the story progresses, other characters can also be impersonated.


Liberte - Main Features:

  • hack'n'slash in the reality of revolution;
  • Lovecraftian mysteries;
  • dynamic battles;
  • a plot that combines political intrigue with the occult;
  • a unique card system.

Liberte's release date for the Xbox Series X|S is set for November 15, 2024, with a PlayStation 5 release also scheduled for 2024/2025.
Article by: Susan N.
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Memorable Music in Gaming #57


This week we’re all about the unsettling side of the soundtrack. These 5 are a masterclass in using a cacophony of sounds to create a vibe that at once screams “You’re not welcome here. Turn back before it’s too late!

Megaman X7 | PS2 | Soul Asylum

Look at the name. It’s called Soul Asylum. Is it any surprise it sounds the way it does?

I’m not familiar with the lore of Mega Man, so I’m not sure how well this fits with the philosophy of the X series. Its repetitive tones, however, are effective in setting an unnerving vibe.

Mega Man X7 OST, T14: Soul Asylum - Crimson Palace Stage 2


Half Life 2 | PC | Radio

To me the Seven Hour War is perhaps this series’ scariest narrative. Think about it: the entirety of Earth and its denizens under the absolute control of the Combine in one average school day.

If the Combine Theme is successful in conjuring up images of the alien army winning the battlefield; then Radio is all about the post-apocalyptic aftermath of their brutal success.

The distorted scream alone is enough to give one proper nightmares.

Half life 2 - Radio scary extended


Silent Hill 3 | PS2 | Prayer

Don’t act surprised, you knew Mr. Yamaoka would be on the list when you read the intro.

Throat singing is never not cool. This style of singing just fits the atmosphere of Silent Hill. It sounds motivated and driven, like there’s a ritualistic purpose to all this.

I also urge you to listen to Nature Ganganbaigal’s segment in the heavy metal choir from Doom Eternal.

Silent Hill 3 OST - Prayer


Earthbound | SNES | Giygas

Giygas terrifies me—not just as an antagonist, but because of what it represents. It's an abstract, unknowable force. The boss fight isn't against a character; it's against the entire screen.

If I were a sentient audio format, this is the last theme I'd want to encounter in a dark alley.

Earthbound / Mother 2 Soundtrack: Final Battle (Giygas)


Control | PC | Metamorphosis

Control’s soundtrack is one of the best out there. The entire thing is hollow and stark, very much like the Brutalist architecture so prevalent in the game.

I find it cool that Martin Stig Andersen - one half of the composer duo - is allowed to live out his signature audio design that he perfected in Limbo and Inside.

Metamorphosis - Control Original Soundtrack


Article by:  Hamza

 

 

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Servonauts Now Available on PC and Nintendo Switch!

13 November 2024 | Australian dev team MAXART Games and Polish indie publisher Untold Tales have announced that Servonauts will make its debut for PC and Switch on November 21st, 2024.


Servonauts is an absurd couch co-op gas station builder for 1-4 players. Team up as a group of disposable galactic blue-collar employees and build up a servo (that’s Aussie for "gas station") in some rather questionable locations. As impatient space travelers demand service, you’ll set up refineries, wrangle wobbly pipes, and mix the right fuels to avoid blowing your customers into stardust.

GAME FEATURES 

Build a Station and Pipeline

To fuel cars, you’ll need Astroil’s patent-pending pipe technology! These wobbly, physically-simulated pipes can bend and stretch to get fuel where you need it. They’re even partially lava-resistant (unlike the Servonauts)!
 

Refine the Right Fuels

When cars pull into your servo, they’ll request specific types of fuel. Build machines to refine and combine fuels to create advanced recipes! But be careful—pumping the wrong fuel can have explosive consequences.

Up to Four-Player Co-op

Play in single-player with in-game support, or grab your mates to jam it out as a duo, trio, or chaotic four-player quartet. Work with your team and optimize your logistics as you aim to collect all three gold stars. 

Steam supports local couch co-op and online play via Steam Remote Play, while the Switch supports local couch co-op.



Article by: Susan N.
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Try Forever Skies Demo on PlayStation 5 Right Now!

12 November 2024, Wroclaw, Poland | Far From Home, the developers of the first-person, high-tech, airship-themed sci-fi survival adventure Forever Skies, have just surprise launched a hefty demo on PlayStation 5.
 

The demo gives players a custom slice of gameplay featuring some of the game's key opening features. Get a taste of the post-apocalyptic sci-fi story, scavenge for supplies, use technology and tools to ensure survival, and, most importantly, build your airship and take off into the sky to explore an ecologically ruined Earth.
 
The demo takes around two hours to complete. Players who finish all the objectives will receive a PlayStation-themed skin that can be used in both the demo and the full release. More details about the demo's content can be found on the official PlayStation Blog.





The demo is single-player only, while the full game will support both single-player and up to 4-player coop. Of course, it will expand the world with more content, locations, and the ability to explore under toxic dust, as can be seen in the current PC Early Access version.
Article by: Susan N.
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Collect Your Bricks and Race to the Top in Bridge Race!

November 12th - Warsaw, Poland | QubicGames has announced that Bridge Race by Garawell Games & Supersonic from Unity will be released for the Nintendo Switch on November 15th.


Originally a mobile gaming hit, Bridge Race is bringing its exciting mix of strategy, speed, and style to the Nintendo Switch, courtesy of Garawell Games and Supersonic Studios, with QubicGames as the console publisher.

This November 15th, Nintendo Switch players will have their chance to step into the fast-paced world of bridge building, where every brick counts in the race to victory.

Official eShop Description:


In Bridge Race, players are challenged to collect bricks of their color, build their own bridge to victory, and outpace their rivals in a race to the finish. Extra bricks? Use them to expand your castle and unlock unique designs that set your style apart on the race track.

Beyond just building, players can trip up competitors, claim bonus stages to rack up coins, and use these winnings to unlock quirky skins and new colors. The game’s endless levels and fun customization options mean every race is a new chance to show off creativity and strategy.

Key Features:

  • Build and Race Across Endless Levels: Endless opportunities to stack, race, and win!
  • Customize Your Look: Unlock skins and colors to personalize your bricks and character.
  • Expand Your Castle: Use extra bricks to grow your castle and boost your standing.
  • Face Bonus & Boss Levels: Take on special stages and earn rewards to stay ahead of the game.

Bridge Race on Nintendo Switch brings a fresh twist to competitive building, inviting players to outsmart and outbuild each other in an all-out race to the finish line.



Game Info:


Developer & Publisher: Garawell Games & Supersonic from Unity
Publisher on Nintendo Switch: QubicGames
Article by: Susan N.
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Build Your Illegal Mining Operation in EcoGnomix on Nintendo Switch!

7 Novemeber 2024, Munich, Germany + Wroclaw Poland | Irox Games and Untold Tales are proud to announce that EcoGnomix, the quirky turn-based roguelite mining  + cozy city builder hybrid is available now Steam and GOG.


WHAT IS ECOGNOMIX?


Build a cozy 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. 

 


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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Pets hotel Launched on Xbox Series X|S - PlayStation Version Coming Soon!

November 6th, 2024 | Pets Hotel, a relaxing simulator that lets you take on the role of a pet hotel owner, will soon debut on Xbox Series X|S consoles. The release date is set for November 8th. Pets Hotel stands out with its calming gameplay, a wide range of available pets, and extensive opportunities for designing and expanding the hotel. The game has already been released on PC and will be available on PlayStation 5 in the coming months.


The simulator was developed by the Polish studio Games Incubator, known for its animal series of games, including Animal Shelter. The game first launched on PC, where it currently holds 83% positive reviews on Steam. Ultimate Games SA is responsible for preparing and releasing the game on consoles.

Pets Hotel is a relaxing first-person perspective (FPP) game that allows you to manage a newly opened pet hotel. The gameplay involves running and overseeing the hotel, taking proper care of and playing with pets, and managing financial matters to maintain a balance between the hotel's income and expenses.

Guests at the player-run hotel include cats, dogs, rabbits, turtles, and various species of fish. Each guest has specific requirements for food, care, and living conditions.


The creators of Pets Hotel have included extensive options for hotel development. At the start of the game, the resort is modest, but as you progress, you can expand it with additional rooms and attractions for the animals. Players also have the ability to hire and manage employees.

Pets Hotel – main features:

  • managing a pet hotel;
  • relaxing and calming gameplay;
  • a variety of animals, including dogs, cats, rabbits, and more;
  • engaging in care and fun activities;
  • expanding and developing the hotel.

Pets Hotel is set to release on Xbox Series X|S on November 8, 2024, with a PlayStation 5 release planned for 2025.

Article by: Susan N.

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Shadows are Alive - PC(Steam) Preview

Shadows are Alive by developer Futura Games and publisher TheGamePublisher.comPC(Steam) review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 11 minutes
Shadows are Alive is an interesting sort of mash-up of a lot of fairly popular titles coming together to create a pretty solid premise. A weird mix of Player vs. Player, puzzle solving, and exploration in a randomly generated map provide a pretty good base to work off of. While the game is currently riddled with bugs in the Early Access state, it shows a lot of promise. Let's jump in and take a look at a preliminary viewing for Shadows are Alive.


The basic premise of Shadows are Alive is that a group of kids are trying to escape an evil entity, referred to as The Shift. Whether the kids are escaping a mansion or a carnival, they will need to perform certain tasks while evading capture in order to escape. The Shift, meanwhile, is trying to hunt down and capture the kids. In its current state, Shadows are Alive is an up to five person game, where up to four can be different kids trying to escape, and one can be The Shift. Those who are familiar with Dead by Daylight will see a number of similarities in this title. 

Where Shadows are Alive deviates from the usual however is in the escape methods. The kids have to perform a series of tasks in a randomly generated map in order to escape. Sometimes this could be finding a certain room, or performing a certain action. Other times you could be required to collect items and use them in a certain manner. It's kind of like Pacify or Devour meets Dead by Daylight, you could say.

Now, while the game is up to five people, at the moment you don't need that many. You can technically play by yourself as long as you're "ready" in a lobby and nobody else is there. Yup, whether or not it's intended, you can play either by yourself or without The Shift, where your goal would just be to escape. I'd actually suggest this as a starting game because some of the tasks can be a little vague.


So, let's assume you have both a Shift and a team of kids playing: what do they do? Let's start with the Shift first. Their goal is to capture the kids. This is done by using abilities, attacking them, or staying in their general vicinity and scaring them. Essentially the kids have a "fear" bar which builds when something spooky happens to them. Once it's full, they get knocked down for a period of time, and the Shift can teleport them into cages. Once all the kids are captured, The Shift heads over to the cages to sacrifice their souls, or something like that. The Shift has four abilities to help find the kids, and can phase through doors. The Shift cannot, however, actually see the kids. As the Shift you can only see lights that glow brighter or not at all depending on the state of the kids. If they are running, you can see a small light pillar. If they are sneaking, you can't see them at all unless you use an ability that is on a decently long cooldown. If they have been downed due to fear, there are some faint lights you can see.

The kids on the other hand must evade the Shift. Each kid has their own set of abilities to help them out, such as night-vision, a trap they can put down, or the ability to warp through large mirrors. The kids will be given tasks one at a time leading up to an escape method. There are seven tasks, some broken up into smaller components, and need to be completed in order to open up the escape route. Once someone enters the exit, everyone else has a minute to escape. As the kids, everything is a lot darker than when playing as The Shift. You have a lantern to help out, and it'll help reduce the fear gauge, but it has limited fuel and can run out. There are items scattered around the map you can pick up, such as food to help reduce fear, or fuel canisters for your lamp.




I do have to say, it was actually rather fun to grab a few friends and just work through the puzzles/exploration, even if there weren't a Shift hunting us down. Oddly enough, playing the game with someone acting as the Shift was...rather a mixed bag. This brings us to the most important issue plaguing Shadows are Alive: the ridiculous number of bugs and glitches. Buckle up, cuz there's a lot. Thankfully the game is still Early Access, so there's room for improvement before a full release, and there have been a few updates addressing some things, so I'm really hoping the current issues get addressed.

First up is the vision difficulty. While the stage is dark, the problem tends more towards issues in tight spaces, especially as the firefighter. The bulky helmet gets in the way of your vision, making it tough to see what's around you. It's also rather difficult to see an interact prompt some of the time, although there was a patch that I feel helped improve this, so that's a positive improvement. Another big issue is in regards to certain interactions. If you are interacting with an object and trying to move, your character will move while you're zoomed in on an object. Sometimes this can cause some serious issues. As an example, during our first game, when one of us tried to do a task involving a fuse box, they got kicked off, and the fuse box was no longer able to be interacted with, preventing us from completing the task and winning the game. Additionally, sometimes the task bar completion level wouldn't accurately reflect the task completion rate, causing a lot of confusion. The latter issue I believe has been addressed at the time of writing, but more testing should probably be done to confirm.


There is a scenario where you can crash the game at the moment, and that's related to the lobby. If you create and back out of a lobby, you can have parts of both lobby joining and creating screens on at the same time. You need to close and then reopen the game to resolve this. Additionally, while in a lobby the "ready" sign will stay above your head, even if you "unready". You can also start the game like this, except anyone "unready" will be stuck on the loading screen with a controls prompt and need to force close the game.

In terms of other game breaking bugs, there is a stupidly high tendency to get stuck on the environment. If you're playing as a kid, you can ask the Shift to come down to you and kidnap you, then let someone rescue you to get back into things. Which isn't that hard, considering the Shift can also hear and talk to you through the in-game proxy voice chat. A weird design choice (maybe) that I suppose is rather realistic from a technical perspective. I kinda liked it, to be honest. Unfortunately if you get stuck as the Shift, you have no way of getting out of it and have to either quit the game or let the kids win.

Now, let's go over some of the weird but non game breaking issues. First up, getting out of bounds is really easy. Sometimes you can clip through the environment, sometimes there's a random door in the mansion that leads out into the void. Now, the reason this isn't game breaking is because the developers had some forethought and made it so that if you drop off the map, you just get warped back to the foyer/entrance. A rather smart design choice I can appreciate. Next up we've got the weird Shift winning glitch. So, it turns out that when you kidnap a kid as the Shift, they're still downed for a period of time, meaning you can "catch them" again while they're already in a cage. If you do this, you can trick the game into thinking you've caught more kids than you have, especially if they're all downed, meaning the Shift can win without actually capturing all the kids.


Other than that, it would be nice to be able to remain in a lobby after completing a round instead of getting booted to the beginning menu. On the plus side, it's after the initial cutscene, which despite the game saying you can skip, three out of the five of us who played could not skip it. Weird, but I don't even know what could reasonably cause that.

There are also a few issues on the other available map, the circus. This map is a little different, as the goal is to play games, win stuffed animals, trade them for tickets, and then ride some of the rides to fill a happiness gauge in order to escape. A lot of minigame type things. First issue I noticed is that the minigames to play are a little temperamental. Of the three I played, only one would actually dole out a reward, which the other players found the same issue, although for different games. Secondly, the indication of what you're supposed to do is a little vague, although the devs should be addressing this, so hopefully by the time this preview goes live it'll no longer be an issue. Finally, there's a part of the carnival you can enter to shrink, and when you leave you're supposed to unshrink. I didn't, which resulted in some hilarity, but didn't actually impact gameplay at all, so I suppose that's a little more acceptable?

Despite the decently large swathe of concerns, me and the rest of the gang I played with actually had a lot of fun. It's janky, it doesn't always work right, but it's nailed all of the basis for what could turn out to be something really cool. We're all looking forward to watching Shadows are Alive continue to improve, and would really like to see the new maps that are being worked. Keep an eye out for Shadows are Alive, and maybe give it a shot even while Early Access after a few more bug fixes get introduced. I know I will be keeping an eye on it!


Nemonic:
When getting into the rhythm of playing the game, it was actually starting to be fun, until we were trying to figure out all the glitches we were running into. There was too many times when I or anyone in the team would try to save someone and somehow The Shift would win the game (with no explanation on how). And when trying to look it up in the game on how The Shift was suppose to operate and win, there was no information on it. Or when some of the perks for characters were not working, like unlocking locks with the Lockpicking girl. Just a lot of running into glitches overall that made it hard to enjoy the game. That being said I do see potential in this game being a fun 1v4 for friends to play with.

Goober:
Shadows are Alive is yet another stab at the 4v1 Multiplayer genre or "dead by daylight likes" out there. While the game itself has promise, as it stands right now, it needs some more time in the oven to fully flesh out that promise. I do however like the art style of the playable kids and The "Shift" looks cool as well.  The game also has a lot of bugs currently from getting stuck on the clutter on the ground, finding doors that lead out of the map (they have a failsafe as it spawns you in the main room if this happens) they even put a sign out there. The second mode where you are in a carnival trying to win prizes is fun and has some cool minigames for the kids to play.  I like the game but it needs more work. Being able to customize the color of your lantern is cool, the individual powers for the kids are pretty cool and can be used strategically.  From the looks of it they plan to add more Kids and more monsters to play as, so in the future that'll be interesting to see what new designs and "powers" they come up with for each character and monster. 

Snowy:
Shadows are alive has the bones of a great asymmetrical horror game.  However, bugs and teams not being properly balanced steals the fun and frights from the gameplay.  The power imbalance between the factions makes winning as a kid improbable. Level objectives, while mostly clear for the kids, are lacking for the shadow characters.  Combining that with a buggy game leads to the shadow winning for no reason.


Overall Summary:

Shadows are Alive shows a lot of really good promise, but still has a lot of bugs and kinks to work out, as well as some balancing issues. The developers seem to have a good grasp on what they want to make, they just need some time to get everything working how they envision.

 
Score: N/A
 
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Simulation Village Builder Sengoku Dynasty 1.0 is Out on PC!

Oberhaching, Germany, November 7th 2024 - Developer Superkami and publisher Toplitz Productions are excited to announce that their multi genre open-world village builder, life simulation and survival game Sengoku Dynasty Version 1.0 is now available on PC.


After just over a year in early access, and with several defining content updates under its belt, the immersive world of medieval Japan is brought to life in stunning detail. 

PC players can now embark on their own legacy in single player or with up to three of their friends in multiplayer in the co-op mode as they begin to create their own dynasty set in feudal Japan's tumultuous past. 

With the release of version 1.0, Sengoku Dynasty introduces significant new features, including regions you can conquer to secure your rise to dominance. Face more dangerous bandits and their camps as you fight for control - now also in FPP. Players also have the option to skip the battles and focus on unlocking new regions through peaceful means and securing access to rare resources to unlock unique technologies, propelling their dynasty forward. This system offers deeper immersion into feudal Japan's constant territorial struggles, providing players with dynamic regional control. While combat and conquest enhance progression.

A character editor and playable female character also round out the new customization content now available for players. 

Combining its rich blend of survival, crafting and exploration, PC Players will need to set about transforming a famine-stricken and war-torn land and building a settlement where its inhabitants can thrive. Resources such as bamboo, wood, ore and stone will be key materials in construction. Not only that, but these resources will also provide the raw materials to develop the farming tools and weapons they need such as bows and even katanas, essential for protecting their communities from the bandits that roam the countryside.


Sengoku Dynasty has been a labor of love for Superkami which has maintained a priority to ensure a realistic and faithful representation of the historical context of 16th century Japan from traditional craftsmanship, weapons and fabrics, to buildings, architecture and customs through extensive development research.

Players will have the opportunity to undertake the foundation of traditional subsistence and resource-based economies, all of which are integral to Sengoku Dynasty’s many tasks of village management. Aspects such as mining, smithing, hunting and farming are at the core of a stable and self proficient community.

Sengoku Dynasty’s major content updates have been transformative in enhancing the gameplay experience during early access, refining player progression, improving A.I, daily village production and consumption balancing, expanding farming options as well as introducing an intuitive combat system.

Jan Cieslar, CEO of Superkami, comments “We are grateful for Sengoku Dynasty’s time in Early Access and all the feedback we've received from our community. You've helped shape the game into what it is today. We're excited about Sengoku Dynasty’s future—there’s still much to come in 2025, including console ports that will bring the game to new players for the first time.”

Sengoku Dynasty provides PC players with a choice to build their legacy from the ground up, choosing to embrace the lifestyle of either a monk, leader, craftsman or warrior and use the perks of each specialization as they forge their dynasty and honor the traditions of Japan’s historic past.

For more details on Sengoku Dynasty players can visit the games official Steam page here.


Join the official Discord server here.

Superkami and Toplitz Productions will reveal more about its plans for Sengoku Dynasty on console in early 2025.


About Superkami


Superkami is a studio with one mission - to let talented people make the best games they can.  As an agile, fully remote studio with a team all over the world  consisting of experienced veterans and ambitious newcomers they seek to bring unique content to a whole new audience through their innovation and style. Their first announced title is Sengoku Dynasty - an open-world survival builder set in the beautiful world of medieval Japan.

About Toplitz Productions:


The German-Austrian publisher, whose name originates from the mysterious Toplitz Lake in the heart of Austria, develops and publishes games with "heart & soul" for all platforms. The company consists of a healthy mix of experienced industry veterans and young talents, all of whom are passionate gamers. They enjoy working with creative developers on many exciting titles, such as those from the "Dynasty" and "Giant" series.
Article by: Susan N.
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First Person Narrative Game 'Back Then' Out on PC and PlayStation 5!

November 5, 2024. Lisbon, Portugal - Portuguese developer Octopus Embrace is excited to announce the release today of the award-winning Back Then for PlayStation 5 at a price of €14.99. This first-person, narrative-focused game offers an immersive experience and seeks to make the player reflect and raise awareness about Alzheimer's disease. At the same time, the game's official soundtrack will also be released today on all music streaming platforms.


We all live with the fear of being devoured by the shadows of dementia. The ultimate fear of oblivion. The fear of forgetting our past and everything that brought us to this moment. Who do we become when we forget who we are?

Travel through the mind of Thomas Eilian, an elderly writer facing Alzheimer's disease. The gameplay, focused on investigative exploration and puzzles, invites players to unravel the mysteries of Thomas' life, family and memories. Navigating between past and present, players unlock new areas, collectibles and challenges, providing an emotional and thought-provoking experience.

Back Then is a game for people who are in search of unconventional and new story-rich experiences. It appeals to a more general audience, emphasizing on the game's atmosphere, soundtrack, and narrated-exploration to deliver players a poetic and emotional story.


FEATURES


  • In-depth narrative and storytelling experience.
  • Detective exploration and puzzles.
  • Creative gameplay and events related to Alzheimer’s and forgetfulness.
  • Inspired by personal events, involving the team's loved ones and family.

A LETTER FROM THE PRODUCER AND CO-FOUNDER OF THE STUDIO


My name is Calebe Motta, I'm a game developer, musician, writer, book lover, gym enthusiast, and one of the creators of "Back Then".

My story is long, so I'll summarize! I'm Brazilian - son of a father from Paraíba and a mother from Rio Grande do Sul - but I was born in Portugal in 1999. We lived in Canada (2004-2006); Then we moved to Brazil in Curitiba, PR (2007); Campina Grande, PB (2008); and Anápolis, GO (2009-2015). We returned to Portugal in 2015, where we still live.

I dreamt of making games since I was a kid. But besides that, I also wanted to be a writer and musician. Now I do all three! After high school, I took an Animation and Video Games course in Lisbon (2017-2019), where I met my colleagues and the Back Then team.

In 2019, we participated in a Global Game Jam, where the theme was "Home". This is where the initial premise of Back Then emerged: an elderly person with Alzheimer's, confined to a nursing home, restricted to a wheelchair, has to interact with objects to remember his life.

We saw the potential of the game, so after completing the course, we continued the project. Unfortunately, the pandemic hit a few months later. We faced challenges in development and in our personal lives. I lost two of my grandfathers during this period, including the one who inspired me for Thomas's character. His wife, my grandmother, had already passed away from Alzheimer's in 2016. Despite everything, we persisted — and in December 2023, we launched Back Then for PC. Now, in November 2024, we've released the game on PlayStation.

This release carries an enormous emotional weight for our small team. Each experience shaped not only the game but also who we are today. Now, with the game available on multiple platforms, we hope this story touches even more lives, bringing some comfort to those whose family members have been affected by Alzheimer's.


History & Accomplishments of Back Then


Octopus Embrace is a Lisbon-based game development studio dedicated to creating unique and emotionally impactful gaming experiences. With a focus on narrative-driven games, our team strives to push the boundaries of storytelling in the gaming industry.

Starting in 2019 with a Global Game Jam, the development journey of Back Then was born out of pure inspiration and passion. Having had first-hand experiences with family members diagnosed with Alzheimer’s Disease, these events shaped their lives and inspired them to create this game.

We won the ‘People’s Choice Award’ for IndieX 2019; and in January of 2020, we won the ‘Games 4 Good’ and ‘Best Game’ Awards for PlayStation Talents - an award ceremony aimed to support the development of video games in Portugal and Spain, promoted by PlayStation®.

The game was already released for PC on December 8th, 2023, being available on Steam, Epic Games, GOG and Humble Bundle. We are now extremely grateful and excited to have been given this opportunity of releasing the game for the PS5, thanks to the PS Talents program.



Having powered through 4 years of development, going through loss of family members, a pandemic, and hardships endured with the game’s production, we are finally glad to be able to release this project which means so much to us.

We hope you give the game a shot and hopefully it teaches something you didn’t know before. We dedicate this game to you, your loved ones...

And all who were back then.

CONTACTS AND LINKS

Article by: Susan N.
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Tokyo Clanpool Coming to Nintendo Switch and GoG!

November 4th, 2024 | Today we announced that dungeon-crawling JRPG Tokyo Clanpool is being prepared to launch on Nintendo Switch and GOG in December 2024, localized in English and Traditional Chinese for the first time. The Nintendo Switch version will be released first in Asia, and physical editions will begin shipping at the same time. New gameplay footage is to be shared today as part of Eastasiasoft Limited’s latest video showcase, featuring Tokyo Clanpool updates as the leading announcement, in addition to a new trailer and screenshots to mark the upcoming release.


Tokyo Clanpool is the latest collaboration between Eastasiasoft Limited and Idea Factory following Moero Crystal H, Seven Pirates H, Mugen Souls, Mugen Souls Z and Hakuoki: Chronicles of Wind and Blossom. Originally developed by Compile Heart, Tokyo Clanpool is a dungeon crawling RPG where players navigate mazelike dungeons in old-school first-person style and face off against monsters in strategic turn-based combat. The story follows a team of girls known as the Diet Dolls, led by newly inaugurated Prime Minister Natsume Kannuki, as they attempt to stave off a growing threat from a mysterious tower connected to Japan’s National Diet Building.

Physical editions for Nintendo Switch are currently available to pre-order with online retail partner Playasia. Only 3000 Limited Editions will be produced which include the game, manual, soundtrack CD, art book, sticker sheet, poster and numbered certificate in a collector’s box. Standard copies are also available.

Key Features:


  • Experience a dynamic dungeon RPG set in near-future Tokyo!
  • Act as the young Prime Minister of Japan and her moe cabinet members.
  • Earn the approval of the citizenry for valuable bonuses or lose support for your mission!
  • Navigate mazelike dungeons in first-person perspective and engage in turn-based combat.
  • Use special attacks like Sacred Union to gain the upper hand against powerful monsters!
  • Alter the structure of dungeons by breaking walls, floating or digging tunnels.
  • Customize class abilities and skills with the use of different Digiskins!



About Tokyo Clanpool


In near future Tokyo, the government has collapsed following the appearance of a mighty tower extending from the mysterious Reverse City in the sky and connecting with the National Diet Building. Monsters threaten the people of Japan, and it’s up to newly inaugurated Prime Minister Natsume Kannuki to lead her Diet Dolls into battle against them!

Tokyo Clanpool is a dungeon RPG where you’ll take your party of heroines deeper and deeper into the tower to counter the monster threat and learn the truth of its origin. Equip Digiskins to customize characters’ skills and abilities while navigating mazelike corridors in first-person perspective. Turn-based combat is fast and strategic, and with your team’s ether-based powers, you can even float or dig tunnels to alter the structure of dungeons.

But you’ll also have to keep an eye on your citizens’ approval ratings. If your actions are favorable, you can earn valuable bonuses, but if it falls too low, your entire cabinet could resign! Is your administration up to the task?

Article by: Susan N.
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Save the town of Honeywood in EPIC NPC MAN NICE DAY FOR FISHING!

There’s something in them there waters…

14/11/24 –  Viva La Dirt League, FusionPlay and Team17 Digital have teamed up to bring you the first official game set in Viva La Dirt League’s world of Azerim! Bust out those fishing rods and prepare to face ultimate evil. Then take ‘em down: hook, line and sinker!
 

Epic NPC Man Nice Day For Fishing will have you step into the waders of Baelin, to defend Azerim and help out the beloved characters from the Epic NPC Man series. Unlock spells, fight powerful aquatic adversaries and experience the ultimate in fishing-based combat! Also, you get to collect hats, who doesn’t love a hat collection?

Epic NPC Man Nice Day For Fishing releases 2025.


To keep up to date with Epic NPC Man Nice Day For Fishing please visit our Website, Steam.


About FusionPlay

FusionPlay GmbH is an Indie developer and micro-publisher from Leipzig, Germany. FusionPlay is designing creative games fuelled by fresh, one-of-a-kind concepts. As a publisher, they port indie games from regional studios and bring them to market. FusionPlay develops, ports, and publishes for Sony PlayStation 4, 5, VR and VR2, PC, and Nintendo Switch. 

FusionPlay is a member of the German games association.

Weblink: www.fusion-play.com

 

About Viva La Dirt League

Viva La Dirt League (VLDL) is a New Zealand-based YouTube channel and studio, renownedfor hilarious and creative comedy skits. Founded by Rowan Bettjeman, Alan Morrison, and Adam King, VLDL rose to fame with parody gaming videos, notably the hit 'Epic NPC Man' series. With their unique blend of humor, creativity, and camaraderie, VLDL has built an exceptional on-screen and off-screen team, earning a devoted global fanbase of millions. Their success is a testament to genuine friendship, creativity, and gaming passion.


AboutTeam17 Digital
Founded in 1990, Team17 Digital is a leading developer, video games label, and creativepartner for developers around the world. Part of Team17 Group plc, whichfloated on AIM in 2018, Team17 Digital has an extensive portfolio of over 120 titles, and fully encapsulates the spirit of independent games. Winner of the ‘Publishing Star’ award at the 2023 Develop: Star Awards, Team17 Digital has assembled a portfolio of multi-award-winning and award-nominated in-housebrands include Hell Let Loose, Golf With Your Friends, The Escapists, and the iconic Worms franchise, alongside its games label partner titles, including the award-winning games Blasphemous, Greak: Memories of Azur, DREDGE, and the Overcooked! franchise. Visit www.team17.com for more info.

PlayStation” and “PS5” are registered trademarks or trademarks of Sony Interactive Entertainment Inc.

Nintendo Switch is a trademark of Nintendo.Inc.

 

Article by: Susan N.

 


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Sea Power: Naval Combat in the Missile Age - PC Preview

Sea Power: Naval Combat in the Missile Age by developer Triassic Games and publisher Microprose GamesPC (Steam) preview written by Robert with a copy provided by the publisher.

Estimated reading time: 7 minutes


Sea Power: Naval Combat in the Missile Age is developed by Triassic Games and published by MicroProse Software; we would like to thank them both for providing a free Steam key for the purpose of this preview. Placing you in command of either NATO or Warsaw Pact nations, Sea Power is an incredibly detailed simulation of modern naval combat and will test you every step of the way. In my ten plus years of covering games, few have broken me the way that Sea Power has; exceptionally detailed both in presentation and in gameplay mechanics. Sea Power is less video game and more a test of your naval warfare knowledge.

From antisubmarine warfare to duking it out with broadsides from a destroyer to air-based combat patrols, Sea Power has it all ... and that's what broke me. Currently in its Early Access stage, Sea Power: Naval Combat in the Missile Age will force you to go back to school to learn the ins and outs of modern combat; prepare yourself, as Sea Power is the most unforgiving strategy game that I've played in years, if ever.

And it's currently not worth the time investment necessary to learn the ins/outs of the game. I say this not because it's a bad game, to the contrary in fact. Sea Power is excellently detailed with robust mechanics and a push / pull to engagements that can be incredibly tense. Where it fails to capture an audience is in the lack of presentation or tutorials. Simply put, it's a mess to have to learn without a guiding hand and unfortunately as of the authoring of this article, there is no onboarding whatsoever.

That lack of tutorials / guides in such a detailed game absolutely knocked the wind out of my sails, especially because you need to have intimate knowledge of your warships, rotary craft, and aircraft. It doesn't stop there, though. In addition to the various craft that you need to be intimately aware of, you need to detailed information know about their armaments. Without any sort of guide or informative screens, Sea Power is a slog. Outside of the vertical cliff that one might call a learning curve, Sea Power is an absolute dream for the more strategically minded among you.

So, what does Sea Power do right? Well, everything except for onboarding and a suite of tutorials, two things that I'm hoping will come in the future as its Early Access stage continues. Individual units, from the venerable Grumman F-14 Tomcat to the rotary powerhouse, Bell's AH-1 Cobra attack helicopter, to the entire swathe of United States Naval warships and submarines ... the sheer number of units that you'll need to have detailed knowledge of. For the hardcore strategy wargamer that has the patience to learn the nitty-gritty details of each and every weapon system, support system, or unit's capabilities, Sea Power is nearly perfect.

Often compared to the current king-of-the-hill in Combined Arms simulation, Command: Modern Operations, Sea Power is just as detailed, just as intricate, and just as daunting to learn. That's why the lack of onboarding is so detrimental to Sea Power's initial presentation. Once you're able to muddle your way through the game's systems, assuming you're able to keep the various submenus (which is really what the game is) in mind, you'll be rewarded with some spectacular fights.

Where Sea Power really outdoes its Command: Modern Operations contemporary is in the graphics area; veterans of the deeply strategic wargaming genre will be delighted to know that the level of individual unit detail is absolutely astounding in the best of ways. Models are extremely faithful to their real-world counterparts, down to the types of aircraft that can be carried in helicopter hangars to the individual CWIS and torpedo launchers ... everything is animated to an extreme degree that gives me the warm-and-fuzzies every time I see a missile launch. It's truly amazing; for example, each ship has radar dishes on them and depending on the type of radar being used, or if any are at all, the individual radars on each ship will be animated. Triassic Games has truly outdone themselves with regard to the level of detail. Once proper tutorials / in-game onboarding has become a thing, Sea Power will be the reigning naval wargame.

Pairing well with the level of graphical detail is the soundscape that Triassic has implemented—while I think that some sounds (like the 5" guns found on many destroyers) are a bit weak and not quite punchy enough, the overwhelming majority of sounds are simply wonderful. The professional sailor soundscape that's used for radio transmissions is incredibly immersive and one of my favorite bits in Sea Power. While not quite as good as the professional-under-stress soundscape found in the original Homeworld games, Sea Power's attention to aural detail is laudable. Some sounds, like the whir of a rotary craft's blades are mixed a little loud, to the point of distraction at times.

If you have the time and wherewithal to learn Sea Power: Naval Combat in the Missile Age is setting itself up to be the perfect foil for the current military sim king, Command: Modern Operations. The addition of highly detailed unit models and sound effects brings the combined arms strategic gameplay found in spreadsheet simulators like C:MO and Rule the Waves 3 into the 21st century. Though an absolute bear to learn if you're new to the genre, experienced wargamers will have a blast in Sea Power, as long as they enjoy technical reference sheets and a lot of submenus. While it's still early in its development, what is here is incredibly detailed, incredibly difficult, incredibly rewarding, and perhaps most of all, incredibly immersive. Time will tell if Sea Power maintains its upward trajectory of excellence, but if what's here is any indication, we'll be talking about Sea Power in awed tones for years to come.

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