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  • Montezuma's Revenge: The 40th Anniversary - PC (Steam) Review

    Montezuma’s Revenge: The 40th Anniversary almost snuck by me, without even realizing it. This game is a classic platformer that drove me insane as a kid.

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Tides of Annihilation Announced for PC, PlaystationⓇ 5, PlaystationⓇ 5 Pro, and XBOX Series X|S!

Fantasy Action-Adventure Title Inspired by Arthurian Legend Coming to PC and Consoles, First Trailer Revealed at Sony’s State of Play Showcase


CHENGDU, CHINA - FEBRUARY 12, 2025 - Eclipse Glow Games, a premiere developer of AAA titles, based in Chengdu, China, today revealed their upcoming action-adventure title Tides of Annihilation during Sony State of Play. Blending intense, breakneck combat, an immersive narrative, and an unforgettable setting, Tides of Annihilation invites players to explore a broken version of modern London transformed by an otherworldly invasion.
 

Watch the Tides of Annihilation reveal trailer HERE.

https://www.youtube.com/watch?v=om7mQozgOdQ

Debuting Tides of Annihilation at Sony State of Play is an incredible, humbling accomplishment for the Eclipse Glow development team,” said Kun Fu, Lead Game Producer at Eclipse Glow Games. “It’s also just the beginning. We’ve created a world that reimagines Arthurian Legend where themes of courage, loyalty, and heroism intertwine with an epic story set in a strange-yet-familiar setting that will test the mettle of true gamers and push the genre forward.”   
 

Tides of Annihilation is a single-player, narrative-driven title set in a twisted version of modern London cataclysmically altered by an otherworldly invasion. Taking on the role of Gwendolyn, humanity’s lone survivor, players embark on a legendary quest through London’s iconic environs to unravel a mystery that will determine the fate of reality itself. Battling alongside summonable spectral knights, players will encounter hordes of enemies, unforgettable bosses, and vertical levels in the form of gigantic knights roaming the landscape.
 

Tides of Annihilation is currently being developed for PC via Steam and console. Visit http://www.playtoa.com for more information.
 


 

About Eclipse Glow Games

Eclipse Glow Games, a Tencent-invested developer of AAA PC and next generation console titles for a global audience, is located in Chengdu, Sichuan. The studio is currently developing Tides of Annihilation, an action-adventure title for PC and console based on Arthurian mythology. The Eclipse Glow team is composed of over 100 developers with previous experience creating games for storied franchises, including Yakuza, For Honor, Assassin’s Creed, Persona, and Prince of Persia.

 

Article by: Susan N.


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Montezuma's Revenge: The 40th Anniversary - PC (Steam) Review

Montezuma's Revenge: The 40th Anniversary Edition by developer Missions Critical Studios and Handcrafted Mystical Games and publisher Eastasiasoft LimitedPC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 7 minutes


Montezuma’s Revenge: The 40th Anniversary almost snuck by me, without even realizing it. This game is a classic platformer that drove me insane as a kid. It’s graphics were intriguing as it felt akin to Indiana Jones and it’s gameplay was frustrating. Yet, for some reason, this classic title dragged me kicking and screaming trying to make it through the temple unscathed. Alas, it was not meant to be because if you died, there was no continue button.

Upon learning that an updated version of the game would be releasing, I had to have it. And once I was allowed to talk to my friends about this game and my love/hate relationship with it, I found that many of them had all played Montezuma’s Revenge years ago! Prior to that conversation, everyone I had spoken to had never even heard of it. Imagine my shock. So, I set out to try my hand at this nostalgia filled title because I was not going to let it best me. And yet, it might have still won the battle between me versus the game. So let’s talk about it.

Graphics

Normally, the first aspect of a game I would cover is the overall gameplay. However, I wanted to first talk about the graphics and the audio for a very specific reason.

The updated graphics are fantastic and beautiful in comparison to the original version (which one should be expecting for an anniversary title). The overall aesthetic is detailed and more clearly defined than it used to be, which ultimately helped in terms of gameplay. Any of the creatures that serve as obstacles to get past are clean with a level of detail that makes me appreciate the artists’ work. And I absolutely love the Aztec backdrop which creates the feeling of being inside of a forbidden tomb.


It should be said that there are aspects of the graphics that are not useful nor appealing. For starters, while it is easier to see many of the collectibles and doorways, there are still specific levels where it is harder to tell if there is an opening. Some of the torches are hard to distinguish which ones are hazardous and which are not.

Secondly, one creature in particular is my least favorite for a couple of reasons, like I’m not a fan of spiders. But more importantly, the image used for the spiders look much more like long fingers that are walking around the levels. When you see them walking from left to right, the creatures bother me on a base level. When they climb up and down ladders, they are less bothersome. Because of that one creature, my impression of the graphics drops down a bit.

With respect to the UI, I really appreciate the clarity of the score and the items that you’ve collected. Though, it should be noted that in the settings, there are no accessibility options. This is part of what makes it a little challenging to navigate. Another element of the UI that I appreciate is that it is quite clear what objects you’ve found. Plus, it has a compass to direct you to the next area - though getting to your destination can be a pain.

All of that said, there are certain objects that are not clear as to their function. I found this to be true in the original version as well. The number above the compass indicates the floor level you're on. The hats are how many lives you have. The keys are also self explanatory. What was never clear is what the daggers are for.
 

Audio

I don't have a ton to say in this section, but while I found the music to be well done, I also felt it to be too repetitive. However, what was more irritating than the music was the gentleman that taunts you throughout your gameplay. At first it's cute and cheeky, but it gets to be more aggravating than the levels themselves. That said, I do appreciate that the comments made to you as you progress are subtitled in English.

Aside from that, the sounds used in the game are quite fitting and are sometimes fearsome because bats will fly towards you if you take too long on a level.

 

Gameplay/Controls

Now that we've got that stuff out of the way, let's talk about gameplay. The version I played has both the updated graphics and the director's cut which is really the original game - complete with old school graphics. The objective of Montezuma's Revenge is to get to the 9th floor. But even if you play it on the easiest difficulty level, it is no easy feat as there are 100+ areas to explore. Each time you enter another section, the level becomes more challenging with more obstacles and traps to amp up the difficulty.

What you will notice is that each floor has similar looking levels with a few things changed about them. This reminds me a lot like Gauntlet in that way. Something that is also the same is the gameplay mechanics in that the only difference between the Director's Cut and the updated game is the graphics. For me, that is a shame because my biggest issue with Montezuma's Revenge is ultimately that the game still has terrible controls and response times. For example, the game lives by the old school philosophy of characters cannot jump. Even if you fall a very short distance, your character dies. If that aspect isn't something that bothers you, then perhaps knowing that the precise jumping needed in certain areas feels much more difficult than it should be because it doesn't register that you timed a jump at the right time. I may not be the most skilled platformer in the world, but I'm also not THAT bad. And honestly, the poor response time for the controls were enough to push me away from playing it more. I wish that this was something improved upon, instead of feeling like a carbon copy of the original - which is why I didn't really invest any time in playing the Director's Cut as well.


Montezuma's Revenge does have some neat level design and some features. In some of the level areas, you find a white diamond with a ghost inside of it. If you hit it, you will gain access to hidden gems in the ghost world. That feature alone is quite neat and reminds me a lot like turning platform blocks in to coins in the Mario games. What I don't love about the ghost diamonds is the lag experienced when you hit one. I'm uncertain if this was an issue only I had when playing, but when I picked up one of the diamonds, the game stopped all momentum and landed me directly on top of a snake. Not only did I lose a life, I also lost the ability to get some of those hidden gems.

A neat feature in the game is when you reach the bottom of a floor, you fight a boss by collecting a bunch of objects. As you collect more of them, the boss physically shrinks - an outcome that I wasn't expecting and one that made me chuckle. These bosses obviously get harder as you progress through the floors. Regardless, facing the boss was quite amusing to fight.
 

Pros and Cons

I think there are a few things that need to be mentioned about Montezuma's Revenge before buying the game. Some of the elements that I love about the game are fairly simplistic, like it has a ton of nostalgia factor for me. I used to spend HOURS failing at this game, because there was no continue button (that I can recall). If you died, you died. On that note, I'm glad that you can continue your gameplay in the 40th Anniversary version because all you sacrifice are some points to continue where you left off. This is a nice added feature to the game, in my opinion.

Another positive point about the game is that the graphics are much cleaner and easier to distinguish hazards from background pieces. Although, there are points where it still isn't clear on where you can go.

I do enjoy the boss fights a lot more than some of the tedium of the levels leading up to them, particularly since some of those levels are fundamentally the same. You have to jump around collecting objects and then the boss will shrink a bit. Then you collect more objects and he shrinks again. To add to the challenge, you will also have to watch the ceiling for falling debris that can kill you.

Negatives:

Sadly, there are a couple of negatives with the game. The fact that going deeper down the floors only adds challenge with more creatures and other hazards, but the layout of the levels seem to be the same. And that is unfortunate. Secondly, as I mentioned before, hitting a ghost jewel caused my character to freeze and die to the enemy below the crystal. What's worse about this is there was no real way to avoid it either. Basically, it felt like this ghost crystal was meant to cause my death, which is a thought I'm not particularly impressed with.

In terms of level design, there are rollers that you walk across. Some will travel against you, some will travel with you. Of the ones that travel against you, it is easy to navigate and jump where you need to. The ones that push you in the direction you want to go make you move much faster to a point where the jump button fails to respond. A very simple jump was more frustrating because of this lack of control. At times if you tapped your analog stick, the game would almost treat it like you had pushed it all the way over which caused many needless deaths.

Other minor frustrations like the repetition of the taunting and the music loops can be added here as well, but mostly my gripes with the game have to do with the controller responsiveness.

 

Final Thoughts

Montezuma's Revenge is a fantastic game that is nostalgia filled for many. Its graphics are cleaner and I love the addition of the subtitles and the ability to continue your game when you would otherwise have to restart entirely. That said, it does have some flaws mostly related to repetition and controls being less responsive than I'd like for a modern update to a classic. In the original version, I expect the flaws, in an updated version, I expect a little bit more. Sadly, the game misses the mark for me. However, don't get me wrong. I don't dislike the game at all. In fact, I loved this game so much as a kid that I will continue to try to beat it in this version. But for today's gamers, I don't think it does quite enough to keep people interested unless they played it 30+ years ago.

Score: 8 out of 10




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DOOM: The Dark Ages Launching on May 15th!


January 23rd, 2025 |
During today’s Xbox Developer_Direct, Bethesda Softworks and id Software announced that DOOM™: The Dark Ages will launch on May 15 for Game Pass, Xbox Series X|S, PlayStation 5, and PC. Developed by id Software and powered by the latest idTech engine, DOOM: The Dark Ages is a prequel to the critically acclaimed DOOM (2016) and DOOM Eternal and tells an epic cinematic story of the DOOM Slayer’s rage.

As the super weapon of gods and kings, players will step into the blood-stained boots of the DOOM Slayer, exploring never-before-seen realms, unlocking powerful weapons of mass destruction and conquering some of the largest demons ever seen in a DOOM game.


DOOM: The Dark Ages is now available for pre-order worldwide. Those who purchase the Premium Edition or Collector’s Bundle will receive up to two-day early access, campaign DLC, Digital Artbook and Soundtrack, and the Divinity Skin Pack. The DOOM: The Dark Ages Collector’s Bundle includes:
  • 12” DOOM Slayer Statue (PVC)
  • Metal Red Key Card Replica
  • SteelBook® Case
  • Game Disc + All Premium Edition Content
 


To learn more about DOOM: The Dark Ages, check out the official website at https://doom.bethesda.net/en-US.
    Article by: Susan N.


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    Endless Legend 2 is Coming to Early Access on PC This Year!

    Paris, January 23, 2025 | Today, Amplitude Studios announced ENDLESS Legend 2, the long-awaited next entry in the award-winning fantasy strategy series. ENDLESS Legend 2 brings players back to the ENDLESS Universe with a mysterious world, unique factions, and epic storytelling. Developed by Amplitude Studios, ENDLESS Legend 2 combines the expertise behind the ENDLESS games and HUMANKIND to push turn-based strategy to new heights. ENDLESS Legend 2 will release in Early Access on PC in early 2025. Wishlist the game now on Steam.


    EXPLORE A WORLD IN CONSTANT EVOLUTION

    Dive into Saiadha, a breathtaking yet perilous oceanic world where ever-changing seasons and monstrous tidefalls dramatically transform the landscape. As the water goes down, the environment itself becomes both an obstacle and a chance for discovery. Players will have to adapt to these constant shifts, confront ancient threats, and uncover the secrets buried deep within Saiadha. Each cataclysm brings new dangers, but also unique opportunities.

    FORGE YOUR OWN LEGEND

    Step into a world where your choices matter. Players need to lead their hero on epic journeys to conquer new territories, earn valuable experience, and build deep relationships with allies and rivals alike. Select from a variety of factions, each with their own distinct philosophies, strengths, and playstyles, offering a unique gameplay experience. The diversity of these factions is reflected in their asymmetric gameplay, ensuring that no two paths are the same. Discover four unique factions when the game launches into Early Access, with two more to be added by full release.

    JOIN THE INSIDERS PROGRAM ON JANUARY 30

    For players eager to explore the latest chapter in the ENDLESS Universe, Amplitude’s Insiders Program is reopening! This exclusive opportunity welcomes a select group of players to test ENDLESS Legend 2 before its official release in Early Access and provide valuable early feedback to help refine and enhance the game.

    HOW TO BECOME AN INSIDER?

    Players simply need to fill out the application form here. Amplitude will try to include as many players as possible, but not all applicants may be selected for every test phase. However, by applying, players will be considered for future testing opportunities.




    For the latest information on ENDLESS Legend 2, visit our Steam page, and follow Amplitude Studios on our social channels: Discord | Facebook | Instagram | YouTube | X

    About Amplitude Studios:

    Amplitude is a team of experienced, quality driven video game lovers and creators of the finest strategy games with the help of our players! Founded in 2011, we are a French indie studio with a team of over 180 developers based in Paris with an international team hailing from all over the world.

    We are well known for our critically acclaimed ENDLESS™ series, played by millions worldwide, and for Humankind™, our historical strategy game.

    Our close relationship with the community is a core feature of the studio’s philosophy. We’re proud of the way we create games together with our players via Amplifiers, our custom-built community platform that enables our community to play a key role in the creation of our games at every stage of development.


    About Hooded Horse(™):

    Hooded Horse is a publisher of deep strategic and tactical games with people and partners around the world – From the distant past of Manor Lords and the haunted woods of Against the Storm to the depths of space in Terra Invicta and Falling Frontier. Our goal is to empower and support developers in doing what they do best: creating world-class experiences for their audiences.

    You can find out more about us on our Steam publisher page, as well as our social channels: Twitter, Bluesky, Facebook, YouTube, Discord, and website.

    © 2025 Amplitude Studios SAS. All rights reserved. Amplitude, Amplitude Studios, Amplitude’s logo, Endless Space, Endless Legend, Endless Dungeon, Dungeon of the Endless and Humankind are registered trademarks of Amplitude Studios SAS.


    Article by: Susan N.

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    Airships: Lost Flotilla is Available on Steam!

    Zurich, Switzerland - January 23, 2025 – David Stark and Metaroot have announced that the steampunk autoshooter Airships: Lost Flotilla is now available on Steam for $5.99 (Launch price with 20% discount at $4.79) in full release for Windows, Linux, and Steam Deck.


    A steampunk autoshooter where you fight your way through waves of enemies on your way to a safe harbour. Destroy your foes, harvest wreckage, and upgrade your ship. Airships: Lost Flotilla has a detailed in-game manual with stats and lore, and a labyrinth of interlinked pages and fragmentary codes for the player to explore.



    About David Stark

    David Stark is an indie game developer from Zurich, where he lives with his partners and two orange cats. He's known for Airships: Conquer the Skies, a cult steampunk real-time strategy game. Apart from making games, he co-founded and co-organises Swiss Game Hub, an incubator for Swiss game developers. In his copious free time, he reads history books and makes pottery.

    About Metaroot

    Metaroot is a small publisher and marketing agency based in Zurich, Switzerland. Metaroot has published the nature simulation city builder "Of Life and Land" and will publish the brotatolike "Airships: Lost Flotilla" and the city builder roguelike "AUTARKIS".
    Article by: Susan N.
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    Experience VR Inspired by Chinese Kung-Fu Movies on March 12th

    January 22, 2025 - Independent developer Leonard Menchiari, Director of Trek to Yomi, The Eternal Castle [REMASTERED] and publisher Abonico Game Works are proud to announce that Path of Fury: Episode I - Tetsuo’s Tower, will be launching on the Meta Quest Store this March 12. This on-rails Virtual Reality action game is inspired in the Chinese Kung-Fu movies from the 80s like the Wong Kar Wai series or The Raid Redemption and games like Time Crisis and the 90’s First of the North Star arcade cabinet. The title will be sold at a price of 9.99 USD and will supported by the Quest 2, Pro and 3 devices.



    In Path of Fury: Episode I – Tetsuo’s Tower, you’re thrust into a relentless gauntlet, armed with nothing but your fists and raw willpower. Tetsuo’s fortress rises above you, each floor crawling with enemies that are ready to end you. Your only option? Punch your way through every last one of them.

    Precision and speed are everything. Each enemy has a weakness—you’ll have to find it and strike before they swarm. As the floors stack higher, so do the odds. The action doesn’t let up, and neither can you. This is pure, high-stakes combat where every punch counts, and hesitation could be fatal.

    Path of Fury doesn’t just test your skill—it tests your endurance.

    The question is: how far can you go?

    "I think VR is at its best when it combines exercise with beautiful, immersive environments, so I tried to create something that could merge those things together. Through this, I was able to craft a linear experience with a strong backstory that despite being very straightforward, still felt different each time. That was the goal at least, but I feel like I got pretty close to what I was aiming for." - Leonard Menchiari (Game Director)

    GAME FEATURES

    • Experience the essence of Kung Fu. The goal is to deliver the most powerful strikes and achieve quicker knockouts with the least effort possible, players will feel the progression after playing more and more sessions.
    • Linear experience but feels different each time. With a strong backstory, the game is designed to be very straightforward and to still surprise the player with new details and progression elements each time they play.
    • Essential training tool component. Patience pays off. Every enemy has a weakness that can be exploited, so the more you practice, the faster you’ll beat them.
    • The combat is in the sweet spot between authenticity and accessibility, designed with everyone in mind, with a focus on striking, while rewarding resistance precision and speed instead, just like in Kung-Fu.



    The Lore Behind Path of Fury - Meet Tetsuo

    Tetsuo is the man governing this quarter. Here, the outskirts are where he gets the money, mainly from the nightclubs, where he sells the products he bakes to feed the city. The streets outside the tower are pure chaos: gangs fighting for territory, thugs scraping by, and a police force too corrupt or powerless to restore order. Under the tower is where people live, underground, where Yakuza members keep peace and order among the addicts and gang members. Inside the tower is where the products are made, so that the higher floors can enjoy their parties and have fun while at the very top Tetsuo's men train all day and night to become the most powerful martial artists in the world, placed there to protect him from anyone who wants to tear his empire down. Here is where Tetsuo resides, watching over the world he's built, safe from anything that could get in his way. Until now, perhaps.

    Useful Links:



    About Leonard Menchiari

    Leonard Menchiari, is a game developer who started his career in 2010 in the audiovisual production field with short films like Half Life’s Singularity Collapse, he worked with Valve in 2011-2012. He directed the real world events based crowd-control tactical game RIOT Civil Unrest in 2016, then the platformer adventure The Eternal Castle [REMASTERED] in 2019, and the cinematic Samurai combat-centered adventure Trek to Yomi in 2022.


    About Abonico Game Works

    ABONICO GAME WORKS is a new independent game publisher founded by the marketing and business consultant Jesús Fabre in 2024, with a particular focus in small to medium-sized, arcade and retro-inspired games. We are committed to delivering the old good fun experiences to PC, consoles, and VR platforms. We have a team of experienced senior professionals that really care about the games we publish.

    Article by: Susan N.



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    Most Impactful Video Games - Part 5 - Gaming Thoughts

    Here we are - the end of the road, at least in this series. It's a challenging question we posed to the CGR team: name the video games that have been most impactful to you. It's a difficult question with no wrong answers, but we wanted to share our picks with you and invite our readers to do the same in the comments.

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    In Bushcraft Simulator, Can You Survive Out in the Wild?

    February 1st, 2025 | Bushcraft Simulator, a new survival game with roguelike elements, is heading to PC, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. The player will find himself in a wild forest, where he will have to demonstrate his bushcraft and survival skills. Bushcraft Simulator is expected to be distinguished by realism and varied and well-balanced gameplay. The simulator harks back to games like Green Hell and The Forest, but at the same time is expected to provide a number of its own solutions and mechanics. The release date will be revealed at a later date.

    Polish studio A2 Softworks (e.g. Gatewalkers and Climber: Sky is the Limit) is working on Bushcraft Simulator. The publisher will be Ultimate Games S.A., which is known for, among other things, the well-reviewed Ultimate Fishing Simulator series and the best-selling Thief Simulator 2.

    Bushcraft Simulator is a realistic simulation game with roguelike and survivalist elements, in which the player fights for survival on an island cut off from the world and overgrown by wild forest. The player must survive as long as possible in a hostile environment with only limited resources at his disposal.

    The idea of the game refers to the art of survival and coping with wildlife. The gameplay will focus on survival, but it will not lack gathering, crafting, exploration and combat. The issue of taking care of the basic needs of the character, i.e. health, eating, hydration and warmth, among others, will play a very important role.

    Bushcraft Simulator with unique survival mechanics


    As announced by the developers, Bushcraft Simulator is to be distinguished by its realistic approach to survivalism. Making water will require the player to obtain and process the right raw materials (e.g. charcoal, sand, etc.) and then apply them in the right order. When setting up a camp, the player will have to properly plan sleeping areas, shelters and campfires to ensure comfort and safe survival of the night. It is worth noting the mechanics in which the type of campfire affects the amount of heat generated and how long it burns.

    Another important element is the exploration of the wild forest, which will require the player to plan the equipment necessary for the next stages of the game. Skillful weight management and preparation of the right set of tools will be crucial and may determine survival. In the game, in addition to fighting wildlife, the player will encounter mysterious signs and structures.

    "This is a game that should appeal to fans of bushcraft and survivalism. Certainly players who appreciate productions in the style of Green Hell, The Forest or Valheim will find something for themselves in Bushcraft Simulator. The game focuses on realistic aspects of survival, which can be found in vain in other productions with similar themes. The simulator will be distinguished by a thoughtful combination of realism and varied and intriguing gameplay," says developer from A2 Softworks, Andrzej Stroiński.

    The player will feel as if he is on a lonely expedition, where – relying only on himself and simple tools – he must obtain drinking water and food. Gathering, hunting and fishing are only a part of the skills that will come into play. Thoughtful construction of shelters, orientation in the field, making simple tools, lighting fires, tying knots, and working with wood and other materials will also play an important role.


    Bushcraft Simulator – Main Features:

    • the struggle for survival in the wild forest;
    • collecting and crafting;
    • shelter creation;
    • exploration, combat and uncovering secrets;
    • roguelike survival.

    The game's release date has not yet been set. Bushcraft Simulator is set to launch on PC first, followed by PlayStation 5, Xbox Series X|S, and Nintendo Switch 2.

    Bushcraft Simulator (Steam): https://store.steampowered.com/app/3352150/Bushcraft_Simulator/

    Article by: Susan N.

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    Eastasiasoft Limited Shares Upcoming Games List for February!

    February 1st, 2025 | Today we are proud to share official release dates, pricing information and target platforms for seven global releases scheduled for launch across consoles and PC in February 2025.


    While most of these titles have been announced in previous press communications and showcase videos, for many this is the first time that official release dates have been specified. We hope this summary of new details will make it easier for players to plan for their most anticipated titles.
     

    TITLE DATE PRICE PLATFORMS
    Mechanita February 5 US$4.99 / €4.99 SW/PS4/PS5/XB1/XSX
    Starlight Legacy February 6 US$16.99 / €16.99 Steam
    Super Jagger Bomb 2: Go East February 12 US$4.99 / €4.99 SW/PS4/PS5/XB1/XSX/PC
    Moe Waifu H Fantasy February 18 US$4.99 / €4.99 SW/PS4/PS5
    Learn to Play - Penalty Shootout February 21 US$0.99 / €0.99 Nintendo Switch
    Crime Opera Fandisk: The Caterpillar Candids February 26 US$2.99 / €2.99 SW/XB1/XSX
    Crime Opera II: The Floodgate Effect February 26 US$14.99 / €14.99 SW/XB1/XSX
     

     
     


    More recent & upcoming releases!

      Article by: Susan N.

       

       

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      Defender's Quest 2: Mists of Ruin - PC Review

      Defender's Quest 2: Mists of Ruin by developer Level Up Labs, LLC and publisher Armor Games StudiosPC Review written by Nick with a copy provided by the publisher.

      Estimate reading time: 4 minutes

      Defender's Quest 2: Mists of Ruin is a really solid if unspectacular tower defense title, that plays it safe by not really taking a lot of chances, and seldom strays from the original game’s formula. By and large, given how great the original game was in its time, that might seem like the smart play. That being said, I have to admit that I wanted just a bit something more after all of these years since the original. Defender's Quest 2: Mists of Ruin was still a good deal of fun, but it lacks the spark of the original.

      When it came out over a decade ago, there was something fresh and addicting to Defender’s Quest: Valley of the Forgotten. The presentation was simple enough, but there was some quality RPG depth to how characters gained experience and you tweaked their abilities to your liking. There was a fun D&D-like fantasy vibe to the story as well, which was quite trope-heavy, but still enjoyable. I have picked the original up on multiple formats over the years, and you can see exactly why in my original review on PC back in 2014.

      For those unfamiliar with the tower defense genre, the basics are pretty simple. You have streams of enemies that funnel onto the map from one or more points of entry. Over the span of stages, they tend to take on different attributes such as more hit points or armor, but faster or slower, some attack back and so on. They march towards a destination and if too many of them get through, they destroy that destination and the stage ends. What you do to fend them off is play a variety of different characters along the way that attempt to kill the attackers as you try to figure out the best combinations of characters along the best paths. It’s an addicting, strategic genre that I’ve greatly enjoyed over the last decade or so.

      Much of this basic framework is alive and well, with some DNA shared by both titles. The gained experience, the ability to level up and pump points into ability upgrades, the different classes actually feel unique from one another – all good things that kind of drizzle some RPG elements onto what is a fundamentally sound tower defense game. There are some other fun things that give the characters a bit more of an RPG feel besides their levels and upgrades, as you can buy and equip more powerful items on them as well.

      At first, things started simply enough in Defender's Quest 2: Mists of Ruin. While the visuals and storyline were different, the gameplay was quite similar. Almost too similar to the original, really. The more sci-fi-y spin on things didn’t appeal to me as much as the more fantasy-based nature of the first. In fact, there’s really nothing story-wise to connect these two titles, and I admit I had a harder time getting invested in the storyline and characters this time around. But essentially, the characters played out very much like the original game.

      Thankfully, things improved when a second crew was introduced that had characters with more unique attributes. In particular was an overlarge and powerful character who takes up more spaces than the rest of the cast, and a character who teleports between two anchor locations. These wrinkles were much appreciated and gave Defender's Quest 2: Mists of Ruin an injection of originality it had been lacking up to that point. Additionally, since two ships and crews were involved, there were times where Defender's Quest 2: Mists of Ruin mixed things up further by having you defend two units instead of one. 

      In terms of presentation, despite roughly ten years between the games, not much has advanced on that front. Sound and music are fine, and the same simplistic art style – mostly shown in still images – do a good enough job of representing the characters and story. It’s a very different art style from the first; I’m not sure if I like it more or less to be honest. It’s just different. It’s worth noting that the maps and characters on the map look better than the original game, and aside from a couple of pre-release day crashes that hadn’t happened to me since, stability has been solid from a technical standpoint as well.

      While the content in Defender's Quest 2: Mists of Ruin is pretty good, I just struggled to engage with it quite as much as its predecessor. The story and characters weren’t as interesting to me personally, and I think there was opportunity to take more chances with the gameplay mechanics. That being said, most of those innovations taken were good ones, even if I had been left wanting to see a few more. It’s worth noting that it seems faster and easier to get through Defender's Quest 2: Mists of Ruin than the original. Maybe it’s just way I approached it this time, maybe it’s because the two games are so similar that I had a pretty good idea how to approach it, but it sure seemed like I cruised through the sequel here a good deal faster. 

      Defender's Quest 2: Mists of Ruin is a solid entry into the tower defense genre, and by and large I expect fans of the genre or the original game will find enough here to enjoy. However, I couldn’t shake the feeling that with a decade having passed since the last one, there could have been ‘more’ from Defender's Quest 2: Mists of Ruin. More content, more unique classes, or even more of a tie to the original game’s characters and story. Still, the gameplay loop is a satisfying one, as is leveling up characters and putting points into your preferred skills. Defender's Quest 2: Mists of Ruin might not stand out as much from the crowd as its predecessor did, but this latest iteration holds its own.

      Score: 7 / 10

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      Psychological Horror Game HPL: Nyarlathotep Rising Releasing on February 19th!

      January 17 - Paris, France - Why Not AI and Touched by Grace studios announce the release of HPL: Nyarlathotep Rising on Steam on February 19, 2025, and present an introductory podcast to the game. A pure Lovecraftian adventure where you play as Mark, Anna, and Victor in this visual novel of psychological horror where all choices matter.



      Wishlist HPL: Nyarlathotep Rising on Steam:
      https://store.steampowered.com/app/1759160/HPL_Nyarlathotep_Rising/

      In mid-1929, Nyarlathotep is about to take over the world. Play as Anna, Mark and Victor, souls in the grip of their demons, whose every choice will affect their sanity and the fate of the world. Will you become a zealot of The Crawling Chaos, or try to stand against him?

      'HPL: Nyarlathotep Rising' is an immersive visual novel with a Lovecraftian atmosphere, supported by captivating settings, complex characters and an intriguing soundtrack. This oversized RPG novel offers a wide range of readings and possible endings that evolve according to the characters and your choices.

       

      Unique Features 

      • Lovecraftian Themes and Lore: The game stays true to H.P. Lovecraft's cosmic horror, creating a chilling and mysterious atmosphere.
      • Oversized experience: Between 15 to 18 hours of exploration and gameplay.
      • Player Choices: Impactful decisions lead to varied story paths and multiple endings for high replayability with up to15 different endings for each character.
      • Narrative-driven Gameplay: Experience engaging dialogue, relationships, secrets and exploration as you tell your story, along with atmospheric contemporary illustrations.
      • Character Development: Control three unique characters and experience the story through each of their different perspectives with all three characters appearing in each telling.
      • Psychological Horror: Choices influence characters' sanity and statistics as they face unimaginable horrors.
      • Worldwide Investigation: Travel to diverse locations, gather information, and find powerful items.


      Introductory Podcast: https://vimeo.com/1042970834

      About Why Not AI

      Why Not AI is a production company specializing in Animation and Interaction for video games, animated series, and tabletop games. Led by one of the founders of Cryo Interactive and Virgin Interactive France. Why Not AI's first video game, 'HPL-Nyarlathotep Rising', due for release in Q1 2025, was born out of our worst nightmares and our devotion to the worlds imagined by HP Lovecraft.


      About Touched By Grace

      Touched By Grace is a French videogame publisher, created by three videogame specialists, totalizing a lifetime experience in the entertainment industry, from development to distribution. Among others, the publisher is co-owner of the "HPL-Nyarlathotep Rising" license.




      Article by: Susan N.

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