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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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Crank Goblin Releases A Cute New Puzzle Game 'Candivity' on Nintendo Switch!

Warsaw, Poland – November 4th, 2024 | QubicGames is excited to announce the release of Candivity, a vibrant and engaging puzzle game developed by Crank Goblin, arriving on the Nintendo Switch on November 8th. In this unique title, players are tasked with merging sweets to create the largest possible candies while preventing them from escaping the game’s iconic dome.


Candivity offers a blend of strategy and fun, with players combining sweets to unlock powerful abilities and face a variety of challenges across two dynamic maps. The game features a whimsical, candy-themed aesthetic and is designed to appeal to all ages, making it a delightful addition to the Nintendo Switch lineup this holiday season.

Key Features:


  • Online Leaderboards: Players can compete globally and track their performance against others.
  • Cooperative Gameplay: A co-op mode allows two players to team up and tackle challenges together.
  • Engaging Power-Ups: Players can collect and use a variety of power-ups to alter gameplay and overcome obstacles.
  • Character Customization: The game offers fully customizable characters and player names, adding a personal touch to the experience.
  • Unique Maps with Special Mechanics: Two diverse maps introduce fresh gameplay elements, keeping the experience exciting and challenging.

Candivity combines intuitive gameplay with a charming, light-hearted design, offering both casual players and puzzle enthusiasts a fun and engaging experience. The game’s focus on cooperation and competition—through its online leaderboards and co-op modes—further enhances its replayability.
QubicGames continues its tradition of bringing creative and accessible gaming experiences to a broad audience, and Candivity exemplifies this commitment. With its release just in time for the holiday season, Candivity promises to be a delightful treat for Nintendo Switch players of all ages.



Developer: Crank Goblin
Publisher: QubicGames
Platform: Nintendo Switch
Release Date: November 8th, 2024

About QubicGames:


QubicGames is an independent video game publisher with over a decade of experience in delivering a wide variety of games to consoles and mobile platforms. The company is dedicated to providing unique and entertaining experiences for players around the world.

About Crank Goblin:


Crank Goblin is an emerging game development studio focused on creating engaging and imaginative titles. With Candivity, the team has crafted a puzzle adventure that blends strategy, creativity, and fun for all ages.
Article by: Susan N.
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Dungeon Inn - PC (Steam) Review

Dungeon Inn by developer Cat Society and publisher Spiral Up GamesPC(Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 5 minutes


Introduction

Dungeon Inn is a cozy strategy management game that has an amusing story. The premise? Sara and her crew end up trifling with a scary dragon who catches them red-handed stealing from him. As they now owe him a great debt, he requires a weekly tribute. Or else they perish. After panicking for a short amount of time Sara comes up with a plan to open up an inn just outside of the dungeon. The problem is the two guilds that regularly go on adventures in the dungeon hate each other. Your job is to keep the two guilds out of eyesight of each other while making as much money as possible from them. It's risky, but we are certainly up for the task, yeah?

Gameplay

The first thing to notice is that there are two modes to choose from. You can either play the campaign mode or you can go for the gusto in hard mode. Naturally, I went with the normal mode to get a feel for the game. It is a top down turn-based game which is a game type that I've seen less frequently. When you first start a week, you have to complete a number of different objectives that get progressively harder. Depending on how many you succeed at, you'll get closer to your goal of paying off the dragon.

In order to make it through the week, you will need to place signs on either side of the level to entice adventurers to rest at the inn or to earn some money. You have a prize wheel, an inn promotion, a speed boost, and a treat stand. The prize wheel will stop the adventurers for a couple of turns because they hope to win something. If you place down the inn promotion sign, any adventurer passing it will be convinced to rest for the night. The speed boost will increase the movement speed of adventurers which can be handy during rainfall where movement speed is hindered. Finally, the treat stand will entice the adventurers to buy something as they pass by. Each of these tools are instrumental to the success of your goals. Remember, the two guilds can't be entering the inn at the same time because if they do, they will fight. 


So let's talk about the combat. Unlike other strategy games where you direct the fight, in Dungeon Inn, you cannot choose what the characters do. Instead, you send a helper to boost the odds in favor of one side, but even if you don't, the winning side will be suspicious of the inn. When the suspicion level gets too high for either group, it's curtains for you and your cushy money making gig. Thankfully, if you find your suspicion level to be higher than you'd like, the game has a couple events that will reduce it. They aren't particularly frequent though, so be careful!  

As you progress through the weeks, the game becomes harder as there are random events that can change your reputation with the guilds. The adventurers that visit the inn become more frequent. Finally, the objectives will become more challenging by requiring more profit, more visitors, or less fights between the two guilds. When you reach a certain point, there will be a surprise visitor who adds another layer of challenge. One of the challenges you face will put a dent in your plans to earn money and pay off your debt to the dragon.

After each week completes, you will get a progress report and this is when you give the dragon his tribute. After that, you have a certain number of tokens that you spend on each side of the inn to add more rooms and accommodations for your guests. All of the upgrades have a couple of levels which increases the benefits you gain in terms of your reputation with the guilds, the money you can earn, and the suspicion level you can lower. Each room will give you a different set of benefits, so be sure to choose wisely.


Graphics and Audio

Dungeon Inn has charming graphics that feel hand-drawn which suits the cozy strategy game quite well. It's a 2D game and as a result, everything is a bit cartoony, which is not a bad thing as I love the graphics style it has. 

In terms of the UI, Dungeon Inn is a simple game to navigate. The story is told through snapshot cutscenes and short dialogue instances. The levels are not cluttered and the pictures on the signboards are easy to understand. Even upgrading the various rooms when you are managing your inn between weeks or having conversations with your crew is intuitive. In fact, every interaction in the game is based on a simple point and click system, making Dungeon Inn a breeze to get into.


As for the audio, I found it to be a little underwhelming. When you're managing your inn or talking with your crew, you will hear the soothing sounds of calming background music. The issue lies in the level music specifically. In no way is it bad, but there is only one song that you hear every single week. At first, I found it to be quite nice, but over time - particularly if you have to repeat a level in order to succeed - the music gets repetitive. I can only hope that as the developers work through the early access stages, that they add more music!

That said, I did appreciate the distinct sounds of tea or beer being poured for the adventurers. Each sound bite is quite short, but it gives the sense that you're actually in the inn. And when certain random events occur, you get to hear a glass breaking or someone punching the bags too hard in the gym. When combat occurs outside the inn, you will hear a comical batch of sound effects which remind me of the old Batman cartoon (The one with Adam West, specifically.) It felt like I was watching something from a comic book. Basically, the audio adds to the charming aspects of the game, despite the repetitive music found in the levels.


Overall Thoughts

Even though Dungeon Inn is in the early access stages, they have included a roadmap on their Steam page which gives an estimate on new features and levels to be added. The first of those planned updates is the inclusion of syncing game files over the cloud. They will be improving the user experience and are making changes based on player feedback. Later in 2025, Spiral Up Games will add Steam Deck support and will add additional challenges like flooding and heatwaves. By the time 2025 is coming to a close, they will be adding more features and adding to the story, so buckle up!


I had a fantastic time playing Dungeon Inn. It's a cute little strategy game that doesn't drown you in abilities or tons of sub menus. The story is simple to follow and gets to be more challenging as you continue to play. At this time, it doesn't have much replayability as the spawning of adventurers appeared to be static (A fact that is only apparent if you had to redo parts of a week in order to complete the objectives.) I also really love the variety of the characters. Each one has a different skill level and will sometimes have their own events that may or may not get you more money and/or levels!

Overall, Dungeon Inn has a lot of potential to be a great strategy game for players who are interested in something a little less intense than what is offered by the big dogs in the genre. It's an indie game that is fun to play and has an entertaining premise behind it. While the game can certainly use a little polish, it has a solid foundation that I found myself smiling all the way through! Suffice it to say, I can't wait to see how it evolves with player feedback and additional challenges to tackle. I highly recommend Dungeon Inn to anyone that enjoys strategy games.


Score: 8.5 out of 10

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Are You Ready to Run a Purrrfect Cafe? Sweet Survivors Out Now on Nintendo Switch!

Warsaw, Poland – November 1st, 2024 | The purr-fect storm is about to hit Nintendo Switch! QubicGames is thrilled to announce the release of Sweet Survivors, launching on November 8th, 2024.


It looks like a normal day at the café… but suddenly, swarms of love-craving cats are storming in, and only you stand between them and total feline chaos! Armed with laser pointers, yarn balls, and even the dreaded pickle of doom, you’ll have to keep these fluffballs at bay while serving your customers their precious coffee. No big deal, right?

Get ready for waves of fur and whiskers as you protect two cozy cafés. Upgrade your toys and special skills to become the best cat-fighting waiter around! With each shift, you’ll unlock new waiters, fun toys, and even more cat-tastrophes!

Features:


  • Face down hordes of fluffy invaders
  • Unlock quirky toys and heroic waiters
  • Conquer shifts in different café battlegrounds
  • Power up and become the ultimate cat-wrangler
  • Upgrade your waiters and toys to become the strongest cat-wrangler
  • Enjoy purr-fectly fun gameplay and cute visuals

Can you save your café before the cats take over?



Developer: Crank Goblin
Publisher: QubicGames
Platform: Nintendo Switch
Release Date: November 8th, 2024

About QubicGames:


QubicGames is an independent video game publisher with over a decade of experience in delivering a wide variety of games to consoles and mobile platforms. The company is dedicated to providing unique and entertaining experiences for players around the world.

About Crank Goblin:


Crank Goblin is an emerging game development studio focused on creating engaging and imaginative titles. With Candivity, the team has crafted a puzzle adventure that blends strategy, creativity, and fun for all ages.

Article by: Susan N.
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9 R.I.P. - Switch Review


9 R.I.P. by developer Otomate and publisher Idea FactoryNintendo Switch review written by Natasha with a copy provided by the publisher. Disclosure: I received a free copy of this product from https://www.keymailer.co. #9RIP #keymailer
 
Estimated reading time: 10 minutes

Hey! Have you ever heard the ghost story about the "Bansh-Otome Ghost"? They say she roams web forums for victims. If you stay up too late at night on the computer, scrolling through your favourite game reviews, you might catch a glimpse of her stalking you in the reflection of your screen. If that happens, I'm told you should NEVER stare her in the eyes, for if you do... She'll curse you, leaving you itching to read her future content...  forever! But that's just a silly ghost story! *Laugh* There's no such things as gho---


[You happen to catch your reflection on a nearby screen as you're PM-ing to your friend online and notice a person standing behind you: a woman peering menacingly. Your eyes lock and you can feel a cold hand on your shoulder. Gulping, you turn around to find no one, but as you hear your friend PM chime you turn back only to come face to face with that horrifying smile. Your blood turns ice cold. As a ghostly whisper of a voice says...]


"Let me show you another world. A world where your choices could find you a handful of lovers. An Otome experience that could change you *She licks her lips* forever!" She reaches past your head and pulls out...


A Switch!


~

Welcome to the Hidden Realm

9 R.I.P is a roller-coaster of an adventure that throws our lovely high school protagonist, Misa Isshiki, into a paranormal world of Ghosts, Wraiths, Spirits and Demons. Bad enough that our sweet heroine is conflicted about her life goals like choosing the right career path, but having an over-bearing mother, that has control over her every choice, she ends up getting entangled with the dead on the other side. She'll have to be quick on her feet and smart to survive the threat of those who wish to steal away the warmth of a living human being. Will she manage to resist the allure of the other side, or will she drown in the temptation of handsome individuals with tortured souls?


A Cast to Die For

I had to brace myself for the sheer size of available bachelors that 9 R.I.P had to offer. As the title implies, there are 9 gorgeous guys that come with their own troubled past. Depending on your choices, there are four available story-lines that will have two LIs (Love Interests) per story arc! Buckle up and remember to bring your love busting gear, because this game doesn't hold back with its dearly departed bachelors.


Kureha (VA: Masuda Toshiki) {My Hero Academia}

  • Reliable Cinnamon roll

  • Afraid of Ghost Stories (Even though he's a ghost)

  • Murderously Good Looking


Appearance: 5'9. Young-Adult. Black, short, spiky bang hair, with a highlight strip of red in the front. Red eyes. Wears a fancy white kimono and sports a katana.

    Known as one of the school's Seven Wonders, Kureha, or Kara Kara, is rumoured to wander the halls in search of other wandering individuals. If you hear a voice and a cold presence, don't turn around, for you might end up his next victim... Is what everyone is fooled to believe, but really, Kureha is nothing more than a sweet bundle of nerves who's sole purpose is to regain his lost memories. How did he die and why does everyone call him a murderer?


Hibiki (VA: Toki Shunichi) {Piofiore, Dairoku, Virche}

  • Suicidally Protective

  • Dangerously Cuddly

  • Dandere Boy


Appearance: 5'4. Highschooler. Short black hair, parted in the middle. Grey eyes. Wears a school uniform dating back to 1940's with a noose around his neck.

    Another one of the school's Seven Wonders, Hibiki is known as 'Grasp in the Mirror', a boy who lives within the second floor stairwell landing mirror and is desperate for the warmth of others. If you linger too closely to his mirror you might be dragged in and trapped FOREVER! OR perhaps you can save him by offering the one thing he truly needs: Good companionship! Hopefully you can balance his extreme loneliness with your love!


Sena (VA: Kakihara Tetsuya) {Amnesia, Code: Realize, Bustafellows}
 
  • 50 First Dates

  • Pretty Boy Popstar (Who doesn't sing)

  • Love at First Sight


Appearance: 5'5. Young-Adult. Short blond hair parted to the side. Amber eyes. Wears a white long-sleeved shirt, jacket, ankle high boots, jeans, sporting necklaces and multiple ear piercings.

Sena is the town's local rumoured ghost who appears at the beach-side park. Titled “The Boy who Gazes at the Stars” our young idol has no idea that he is dead. He thinks he's being sneaky by visiting his childhood hometown and avoiding his rabid fans by being 'Incognito'. A member of the hit J-Pop group S-Crown, our poor boy has a bad case of memory reset, trapping him in a groundhog day scenario, except his brain rewinds to the day he arrived in town, forgetting anybody or any place he visited before. Can you help our lost starry eyed celebrity come to terms with his reality?


Koyo (VA: Suzuki Ryota) {Jack Jeanne, Tengoku Struggle}

  • Modern Day Youtuber

  • A Masked Sweetheart

  • Killer Followers

Appearance: 5'6. Young-Adult. Light brown, bowl cut hairstyle with green undertones. Amber eyes. Wears baggy pants, bracelets and ear piercing, black t-shirt with a vest and sports a bandana.


Ever hear of the folklore about “Merry Mary”? A local legend about a ghost who calls upon you from the beyond through your cell phone, leaving you connected to your loved ones who have departed to the afterlife. Koyo keeps himself busy by trying to dissuade those who may have suicidal thoughts. He never imagined he'd have such an important job to fulfill when he crossed over. Before, when he was alive, he would connect to the world through online streaming. Going by 'Yozora', he played through horror games to keep people connected. But, one day, one of his fans got a little too obsessed with him. What better way to make him all yours then to end ones life?


Minami (VA: Okamoto Nobuhiko) {Radiant Tale, Cupid Parasite, Variable Barricade}

  • Devilishly Split Personality

  • Dream Eater

  • Sweet Tooth


Appearance: 5'2. Young-Man. Demon. Asymmetrical blunt bangs, black and short. Red eyes. Black nails. Wears loose fitted button-up white shirt, white suspenders. Ripped black legging and ankle high heels. Multiple necklaces, bracelets, chokers, flowers. Sporting horn like accessories.


Minami has no fancy lore to him as he lives within Hell itself. He's been on the search for a pure soul and just so happens to be drawn to yours. But this demon isn't any lesser being. Don't let his small stature deceive you as this Incubus craves a soul pact and can only tempt you through your dreams. Will you be able to keep your heart strong? Or will it waver under his teasing gaze and never ending sinful playfulness?


Seiya (VA: Tachibana Shinnosuke) {Piofiore, Atelier Series, Blue Lock}

  • Hopeless Romantic

  • Exorcise my Heart

  • Purify by Touch


Appearance: 6'2. Young-Adult. Asymmetrical blunt bangs, white and short. Blue eyes. Wears holy robes, boots, gloves, capelet and decorative pendants.


If there are Demons in Hell, then Reapers are also present. Here comes my man Seiya, who is the warden over those who have committed the most heinous of crimes in life and are due to serve their sentence in Hell. He is dutiful and serious, but can't seem to rein in his own emotions when he has such lovely company distracting him. Having never really had the time to socialize, he's a guy who easily takes a situation and turns it into the most uncomfortable of misunderstandings. Stare at him too long and he'll believe you've fallen madly in love with him. Once you've piqued his interest he'll never let you go.


Yukimaro (VA: KENN) {Cupid Parasite, Bustafellow, Sympathy Kiss}

  • Spirit Puppy

  • Endless Hunger

  • Resident Ikemen


Appearance: 5'8. Young-Adult. Ankle length Blond hair with a orange braided ribbon. Amber eyes. Wears a fancy orange and white kimono, sporting a decorative choker.


Pray long enough at a shrine and you may end up with your own Spirit Guardian. Yukimaro is a godling in training and has picked you to help him ascend into godhood. If he can guide you to walk down the right career path, he'll succeed in his mission. Careful, as this youthful spirit is chock full of energy that may be either comforting or annoying. Perhaps while you sit back and listen to his positive attitude you might be able to make him see humans as more then just 'A Test”!


Koharu (VA: Akazami Ryohei) {Radiant Tale}

  • Cooking Mama “Urgh” Daddy?

  • Haunting Presence

  • Wax on, Wax off


Appearance: 5'9. Young-Adult. Long brown hair tied up in a ponytail, spiky bangs. Amber eyes. Right eye scarred. Wears a purple ritual style kimono, belts and hanging pendant necklace.


Ever been haunted before? Well, if you don't perform a proper ritual on a Ouija Board you'll have this heartthrob chasing after you. Goodbye? More like HELLO! Koharu will stick to you like glue so you'll learn a long hard lesson about never messing up sacred rituals again. Think no one can see him? WRONG! He can choose to live in the spirit world or mortal realm. When he's not pestering you he'll take the time to cook and teach you long forgotten spells that may just land the both of you in hot water.


??? (VA: Amasaki Kouhei) {Cupid Parasite, Piofiore}


  • Protector of Souls

  • Wearer of Pink

  • Not a Little Boy


Let's just say, you'll have to work hard and be patient to unlock this Lover!


Otherworldly Music

One of the many things that stood out to me in 9 R.I.P was how catchy the score was. Each character has their own theme song that really brings out each character's personality. You'll also have your basic environment and/or mood music pieces that will set the tone for the rest of the game. I admit that there were moments where I took the time to jam out to certain character's sound tracks. If I could give some examples I'd say that Sena's, Koyo's, Minami's and Seiya's have the beats that I live for.


Hauntingly Breathtaking

Artistically, the game is a visual enjoyment. The colours do a great job at setting the tone for the entire game and character designs are also no joke. Designer Yuuya graciously gave us another taste of their talent, like they did back in Cafe Enchante, so the recognition was welcoming. Even the text box and menu design were noticeably creative. The other thing that stood out to me was that each character had a floral pattern to represent where they were killed, making something like blood a little more interesting than just a normal splotch. Very unique indeed.


One way Ticket to the Netherworld

Overall, the gameplay and story were quite interesting. The entire game focuses on having to make hard life changing decisions and a huge spotlight on death and some may not feel comfortable with this kind of approach to dark romance. I wouldn't recommend this to those who have a hard time on this theme, considering most endings just end up making you feel bittersweet. Emphasis on the BITTER and SWEET!


Til Death do Us Part

To conclude, 9 R.I.P was a trip that took me down some dark narrow hallways. More risks than rewards, but I've always been one to like a story that isn't always finishing on a happy note. With the multitude of available bachelors to choose from, you should be able to connect with one of our dearly departed souls. I give this game my rating of 8 out of 10 for making me just... FEEL!

~

If you'll excuse me, I have other poor unfortunate souls to corrupt--- I mean, convert, over to the wonderful world of Otome! *Cackles wickedly before sinking into the floor*


Score: 8 / 10
 
 
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