• YAR: Forgotten Throne - Playstation 5 Review

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Wabisabi Games and Acclaim Inc. Debut an All New Gameplay Trailer for HYPERyuki: Snowboard Syndicate!

Los Angeles - October 16, 2026 | Things are heating up on the slopes for Wabisabi Games’ high-energy love letter to the classic extreme sports games of the Y2K era. During The MIX: Fall Online Showcase, publisher Acclaim Inc. debuted an all-new gameplay trailer for HYPERyuki: Snowboard Syndicate, revealing never-before-seen areas, new playable riders, and even more of the adrenaline-pumping arcade action and over-the-top tricks fans have come to expect ahead of its launch on Steam and consoles next year.


The new trailer takes the action beyond the powder, cranking up the heat with brand-new areas to test their riding skills and pull off death-defying tricks. Players can grind their way across an active volcano, race through shimmering ice caves, and even conquer the courses as a giant snowboarding kaiju.
“The extreme sports games in the golden age of the late 90’s & early aughts had something special. The speed, the banger music, the outrageous tricks, all pure fun. HYPERyuki captures that spirit immediately.  Wabisabi is building something with its own identity, and every new reveal gets more ridiculous in the best possible way.  Acclaim is proud to be part of this journey & can't wait for players to experience it with a new demo soon.”- Marc Anthony Rodriguez, Director of Publishing & Strategic Partnerships, Acclaim, Inc.
First revealed at last year’s Play Acclaim Showcase, HYPERyuki: Snowboard Syndicate is developed by Mexican indie studio Wabisabi Games (RKGK / Rakugaki). Inspired by the fast-paced gameplay and stylish excess of classics like SSX and Jet Grind Radio, the game delivers a modern take on white-knuckle arcade-style snowboarding.

Key Features

  • Challenge – Think you have what it takes to impress? In Challenge mode you’ll have to complete objectives to hit the highest score possible. Ride rails, collect trinkets, and hit impressive tricks to top the leaderboard.
  • Race – Speed down the slopes against NPCs or other players in this fast-paced game mode. Tricks will increase your boost meter, making style and speed an important balance.
  • Chill – Enjoy a calm experience, hang around the tracks, and enjoy the view in this endless mode. Who knows? Maybe you’ll even find some secrets along the way!
  • Multiplayer – Compete against friends both online and in person! Play online with up to seven of your friends or play local multiplayer through split screen.
  • Shred – Bomb the slopes as a sentient snowboarding taco!



About Acclaim:

Originally founded in 1987, Acclaim established itself as a leading global developer, publisher, and mass marketer, bringing beloved franchises such as Mortal Kombat, Turok, and NBA Jam into homes worldwide. Today, Acclaim carries its legacy forward with an unwavering commitment to supporting talented indie developers and delivering high-quality, premium indie games to a global audience. Acclaim’s modern revival stands as a testament to the strength and enduring appeal of its iconic brand.

Article by: Susan N.
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Wonderia Receives a Discount Until November 2nd with the Addition of a Creative Mode!

October 20, 2026 | Developed by Rock&Dash and published by IndieArk, Wonderia has just released a major update that includes its Creative Mode. The new mode allows players to build their own scenarios, customize the world’s rules, and design and test their own gameplay experiences, both in single-player and multiplayer sessions. A detailed description of the update can be found here. Additionally, Wonderia is available at a 20% discount through November 2.


Creative Mode starts with a starting area where players can build their own environments and design their own gameplay experiences. Players can build settlements with friends, create combat arenas, and arrange mechanisms and automated facilities. By pausing the world and adjusting its rules, they can repeatedly test and refine their designs. Once an environment is ready, players can invite others to explore the routes and experience the gameplay they have created.

The update adds a set of new Creative Tools to make building more efficient and flexible. The Item Catalog allows players to browse or search for buildings, furniture, materials, equipment, and other available items. Bulk Place and Bulk Clear make it easier to work across large areas, while Blueprints and the Blueprint Library allow players to save completed building and facility layouts for reuse in other Creative worlds.

Creative Mode also includes God Mode and Pause World. With God Mode enabled, players can move through obstacles, take no damage, and use no Food or Spirit. Pause World stops world time, enemy activity, and automated facilities, while players can continue to move and build. They can then resume the world to review the results of their changes.

In addition to Creative Mode, the update adds a selection of new furniture, expanding the options for decorating homes and custom environments. Stylist Carvel’s salon will also offer the Makeover Pod service, allowing players to adjust their character’s body type, skin tone, eye style and color, and eyebrow style. Existing characters can receive a new appearance while continuing their current adventure.


Update Highlights

  • Support for solo play and multiplayer
  • Build and customize terrain, buildings, furniture, and facilities
  • Customizable world rules
  • Item Catalog with category browsing and search
  • Bulk Place and Bulk Clear
  • Blueprints and the Blueprint Library
  • God Mode
  • Pause World

Additional Content and Improvements

  • New furniture for decorating homes and custom-built environments
  • Makeover Pod service for customizing body type, skin tone, eye style and color, and eyebrow style
  • Character save limit increased from 10 to 20
  • World save limit increased from 10 to 30

Key Features

  • A unique open world with manga/sci-fi aesthetics and procedural generation.
  • Full freedom: a sandbox experience in which you can shape terrain, build, even shift ruins, and decorate your base.
  • Survival mechanics that are challenging, yet not punishing; a range of ways to play, with farming, combat, and transformation to explore.
  • Lighthearted quest content and quirky NPCs to befriend upon your adventure.

About Wonderia 

Wonderia is an open-world survival and crafting experience with sci-fi elements, available in both singleplayer and multiplayer. Touch down in a strange yet inviting alien world, exploring the endearing if bizarre lifeforms that call it home. Get to know a motley crew of NPCs, and scour alien ruins for special gear to add to your collection. Temples await with a host of intriguing challenges to put you to the test, as you build a new life and make this alien realm your home.

About IndieArk

Founded in 2019, IndieArk is an indie game publisher renowned for its professional marketing and localization team. The company is committed to offering a full suite of customized publishing services delivering unique and interesting games to the world. IndieArk’s mission is to assist ambitious indie game developers with remarkable creativity while fostering a collaborative spirit in all of its partnerships.

Article by: Susan N.
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A Boy and a Baby Elephant Embark on a Magical Journey in 2027

October 16, 2026 | Independent studio One Way Eleven today shared a new look at Hanno: A Magical Tale, a story-driven action-adventure about a boy and a baby elephant who become family. Inspired by a real Asian elephant sent from Portugal to the Pope in 1514, the game gives him a story of his own.


In Hanno: A Magical Tale, you play as Vimal, an orphaned boy from a small village who finds Hanno, an unusual baby elephant, alone and wounded in the forest. He promises to take care of him. What he doesn't know is that Hanno is the magic that will make him strong and that magic only works while Vimal carries him. Through exploration, puzzles and combat, the two face a mysterious threat that begins corrupting their world and neither can go on without the other. Now and then they part ways and you can play as Hanno himself.

The journey unfolds across Ashar, an original world with its own written language, built to feel like a forgotten legend. Its lush forests, old water channels and murals hold tenderness and threat in the same frame and most of the story lives in what you find along the way. You've protected a companion in a game before, but you've never needed one this much. Everyone who meets Hanno asks the same thing: what happens to the elephant? We're not telling.
"It started with wanting to respect the animal. Elephants have been treated as transport, as spectacle, as a gift - the real Hanno was shipped across the world as a present. We didn't want to build another creature that exists to carry the hero.

In our game, the magic belongs to the elephant and it only works while the boy carries him. We wanted a companion you can't do without and who can't do without you. The question we want players sitting with is who's protecting whom and we'd rather they never quite settle on an answer," said Pedro Campos, Creative Director at One Way Eleven.


KEY FEATURES

  • You carry him. He makes you strong: A baby elephant to protect, yet the very one who makes you strong. Hanno's magic only works while Vimal carries him.
  • Sometimes, You Are Hanno: Now and then the two part ways and you can play as the elephant too and feel the weight of the bond when it returns.
  • Tender and Tense: Explore, solve environmental puzzles together and fight as one, while a mysterious threat closes in on everything you've promised to protect.
  • A Real Elephant, an Original World: Inspired by a real Asian elephant sent from Portugal to the Pope in 1514. This time, his story is his own, told in Ashar, a world with its own forgotten language.

AVAILABILITY

Hanno: A Magical Tale is in development for PC via Steam, with release planned for 2027.

Players can wishlist it on Steam today to be the first to hear what comes next and follow One Way Eleven on X, Instagram, TikTok, YouTube, and Bluesky.

About One Way Eleven

One Way Eleven is a Portuguese independent games studio. Its first commercial game, Hanno: A Magical Tale, has been in development since 2023 by a small team. The game took 2nd place at the GameStar FYNG Indie Award 2026 at gamescom, was an Indie Arena Booth Official Selection 2026 at gamescom and was selected for GDC Pitch 2024.

Article by: Susan N.
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YAR: Forgotten Throne - Playstation 5 Review

YAR:Forgotten Throne by developer Honor Games and publisher Axyos Games Entertainment LLC—Sony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 4.5 minutes.


YAR: the Forgotten Throne will see you “Choose your path as a Warrior, Volkhv, or Archer and journey across the lands of Borea in a story-driven open-world RPG. Uncover the source of the darkness poisoning its forests and wildlife as you take on 100+ varied quests, side with one of two factions, and shape your hero through progression, active and passive skills, and character attributes.

Taking a page out of the early 2000’s action adventure book, I was looking forward to my time with YAR. Conceptually? It works. You are a Viking looking for a new challenge and you are starting from the ground up. You can select your difficulty. You can customize your character into a Warrior, Wizard, or Ranger type. Set in a reasonably sized open environment, there are lots of townspeople to talk with. Some will give you quests, others will provide you goods. Finally, there are lots of enemies to face off against if you want to survive.

Unfortunately, while I can imagine everything coming together nicely on the PC, the console version may currently be one of the worst ports that I've experienced in a long time. This is unfortunate as I'm sure the overall experience is a good one, but with horrible controller bindings and zero ability to change anything? Or even scroll through to see what the options are at times? It was an arduous adventure. Yes, arduous.

I've gone back and forth over where I should start, but I'll start here. A controller is not a mouse. It should never be treated as a mouse unless, looking at the Switch 2, it can be. That is perhaps one of the biggest issues with YAR as the left thumb stick is used as a mouse pointer in almost all of the menus. The sluggish movement of the cursor makes any menu related task a chore. Having to continuously move the cursor back and forth from the looting box to your inventory is more difficult than any combat. There should have been an auto select function to move the cursor for you if the cursor was going to be kept. Otherwise, it should have been done away with entirely for a more console appropriate interface.

Then there's world exploration. There are no toggle options to run. You constantly have to press down on the left thumb stick while moving around to move faster. There's no easy way to put away your equipment. If your sword, axe, pickaxe, bow, etc come out, you have to open the quick select to put them away. If you have a shield, good luck. The process is even more cumbersome and often doesn't work the first or second time that you try to put them away.

Finally, in combat itself, if you had the misfortune of not having a weapon out while attacked, because you were mining or chopping a tree, you have to make due with whatever you may have in hand. This wasn't so bad in the starting area, but moving to the other areas, the game simply wouldn't let me swap gear often causing me unnecessary damage.

The following is partially questionable design, and part goldfish memory on my part. The world of YAR isn't so big that you need a mini map, but the map itself? There are no indicators. Nothing to tell you where you're standing. No markers for where your quests are. Nothing. There is also no compass available. So being told to head to the West area of “X”? Which way is West…?

This was often made worse by being told to talk to x, y, z person. No makers on the map. No quest markers above their heads. You have to remember who someone is and the relative area they are standing in to continue or complete certain quest lines. It just complicated everything, and when combined all together, an overall unpleasant experience for a lot of aspects that should have been considered basic quality of life aspects.

I know this sounds harsh. That's why after having so many issues, I restarted. I took things slower. Did the issues go away? No. But at least with a few hours of gameplay knowledge to better guide me, the second attempt was a bit more enjoyable where I could see where YAR had good ideas.

Crafting new gear is generally in your hands with materials collected around the world. Leveling up is done via experience points, but new stats have to be taught by the various training masters. The dialog is cheesy and fun. The quests aren't all fetch quests and had some interesting interactions. You also don't always have to do it the hard way, and sometimes? You can skip the manual labour and just pay for what you need to finish up the quest lines.

Unfortunately, due to the poor controller support, it's really hard to recommend YAR: Forgotten Throne in its current state on the PlayStation. If the controller features can be updated, or allow people to modify them, it can easily become a much better experience. 

 

Score: 5 / 10 

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Psychic Software Announces Story Rich Gothic RPG The Lich Wars

October 15, 2026 | Independent studio Psychic Software today announced The Lich Wars, a story-rich Gothic RPG that blends branching interactive fiction with RPG skills and narrative-driven combat. The game is a prequel to the studio's critically acclaimed CRPG The Necromancer's Tale, and its reveal trailer is available to watch now.


In The Lich Wars, you begin as a new recruit in the Rychva Musketeers in the alt-history kingdom of Rulsthen, near Venice and are soon thrown into a bloody war won by raising the dead. What follows is a military career shaped by the choices you make, as fear and superstition spread across the land until civil war erupts and the Lich rises.

The story is told through an estimated 300,000 words of hand-written narrative, with skill checks across nine RPG skills and a combat system built on hand-written prose and randomised critical-hit tables. Battles move seamlessly from duels to skirmishes, naval clashes to full-scale battlefield manoeuvres.

The Lich Wars is entirely stand-alone: no knowledge of The Necromancer's Tale is needed and the two games can be played in either order. Returning players will meet familiar characters earlier in their lives and discover the events that brought necromancy to Rulsthen.

Visually, the branching narrative plays out in a 3D book, while key scenes are staged as hand-painted miniatures on the tabletop beside it. Hundreds of original illustrations, portraits and maps accompany the text. Partial voice acting brings key characters and moments of narration to life.
"In The Necromancer's Tale, the years between 1700 and 1728 were only a brief prologue, yet players kept asking about them. The Lich Wars is our chance to tell that story properly and to lean into the writing that players responded to most.

At its heart it's a Gothic tale about a society haunted by its past. Necromancy works, but nobody fully understands its cost and every character remembers the war in a way that lets them live with what they did. Those questions about progress, responsibility and the ethics of war feel as relevant today as they did in the 1700s," said Sam Redfern, lead developer and narrative lead at Psychic Software.

KEY FEATURES

  • A Soldier's Life Across Two Wars: Live a 30-year military career, from the Venetian War of 1701-08 to the civil war of 1727-28, with three main career paths to follow.
  • Interactive Fiction Meets RPG: Explore an estimated 300,000 words of branching, hand-written narrative shaped by nine skills spanning physical, social and intellectual abilities.
  • Tabletop-Inspired Combat: Fight through duels, naval battles and full-scale warfare in narrative combat driven by randomised critical-hit tables.
  • Unreliable Memories: Follow Aleks and three lifelong friends who live through the same events but remember them differently and not always honestly.
  • A Hand-Painted Gothic World: Experience the story through a 3D book, tabletop miniatures, hundreds of original illustrations and partial voice acting.
  • The Prequel to The Necromancer's Tale: Discover how necromancy came to Rulsthen and meet familiar characters in their earlier years, in a fully stand-alone adventure.

The Lich Wars is currently in development for PC via Steam.


Links:


Players can wishlist the game today and follow future updates as the story of Rulsthen's wars unfolds.

About Psychic Software

Psychic Software (Psychic Games Ltd.) is an award-winning Game Studio whose founders have been making games since the 1980s, collaborating with various artists, musicians and other game studios. Games range from a car-combat MMO which has been live and online since 2006, to casual smartphone puzzle games achieving millions of downloads, arcade-adventures, platformers, multiplayer online racers, CRPGs and more.

The studio's previous title, The Necromancer's Tale, a Gothic open-world-style CRPG, launched on Steam in July 2025 and arrived on Nintendo Switch 2, PlayStation 5, Xbox and GOG in June 2026. 

Development of The Lich Wars is co-funded by the Creative Media Programme of the European Union.

Article by: Susan N.
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Solo Developer Jucheh Announces Katanagari Headed for Steam!

UNITED STATES, October 2026 | Katanagari, a single-player RPG that brings the spirit of early-2000 games to a handcrafted fantasy world and is solo developed by Jucheh, has just been announced by Zemore Indie Games. Built around exploration, discovery, and player-driven adventure, Katanagari aims to recapture the charm of classic RPGs, where curiosity is rewarded and the journey matters more than the grind.
 

Inspired by Asian history and folklore combined with medieval elements, players use a five-element magic system to train their skills, complete quests, fight creatures, gather resources, upgrade their equipment, and make permanent progress without being locked into artificial gameplay. Players are rewarded not by how much grind is done, but by their observation, curiosity, experimentation, and childlike wonder in exploration.
“This is the core design principle of my game: to recreate the feeling of those early years of MMORPGs in a uniquely different world and despite solitary play,” Jucheh, Katanagari’s solo developer, stated.
You could be anything!

Katanagari features a cozy handcrafted, non-procedural world that houses the things people loved about classic MMORPG games: the exploration being less about the grind and click-intensive boss fights, but more about the memories you gather during the adventure. Quests are relevant to the story as they are also rewarding, moving, and hilarious. The small things players find along the way: NPCs, quests, minigames, random events, and small easter eggs around the world are well-written, memorable, and charming despite the simple graphics. 

The official Steam playtest program is expected to arrive by the end of the year. 

Players looking to stay up-to-date with Katanagari can join the official Discord server, where they can bond and discuss the game with the community.


ABOUT JUCHEH

Jucheh is the solo developer behind Katanagari. A RuneScape player since childhood, he spent years living in Japan and dreaming about a game that brought those two parts of his life together. His path led from a degree in East Asian studies, working as a translator and interpreter, to teaching himself programming and completing a master’s in analytics and machine learning. By graduation, however, his plans for a career in big tech had given way to a stronger ambition: building a world of his own.

Katanagari draws on RuneScape’s open-ended adventures, the emotional storytelling of Kingdom Hearts, and the sense of belonging found in Stardew Valley. Jucheh wants to create a world players can grow attached to, where quiet afternoons fishing sit alongside stories that stay with them. As a single-player game, it’s also a world their actions can permanently change. It’s the game he’s long wanted to make, even knowing it would take years of learning and building. Fortunately, RuneScape had already prepared him for one part of the process: the grind.

Article by: Susan N.
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Manabrew Studios and Odd Loop Games Reveal Roguelike Dicebuilder Headed for Steam!

BRAZIL, October 14, 2026 | Brazilian independent developer Manabrew Studios and Brazilian publisher Odd Loop Games are proud to reveal Jinx It, a hand-drawn roguelike dicebuilder currently in development for PC via Steam. Set in a rubber-hose world of strange tables, unlucky characters, and high-stakes matches, Jinx It begins after the player loses a life-or-death bet against Jinx, the Unlucky One. To earn a rematch, they must fight their way back to his table, facing a series of opponents who also challenged Jinx and lost. Its defining mechanic lets players arrange rolls into Straights and Sets, with individual dice able to contribute to multiple combinations and bring their own unique behaviors, such as splitting, consuming other dice, or changing how a roll works. Progression revolves around building increasingly powerful combinations by collecting new dice and Lucky Charms, reshaping individual dice at the Forge, and using systems such as Dice Sets, Blessings, and the Seer to take each run in a different direction. Now each table brings another opponent to overcome on the journey back to the one who started it all.


ROLLING THE DICE IS ONLY THE BEGINNING

At the center of Jinx It is a scoring system where what you roll is only part of the equation. How you arrange it matters too.

Players roll their dice, choose what to keep, reroll the rest, then arrange the results from left to right to create Straights and Sets.

A single die can contribute to more than one scoring combination at the same time. The same roll can therefore produce very different results depending on how its dice are positioned, making arrangements an important part of every turn.

But these are not ordinary dice.


EVERY DIE HAS A TRICK

Each die can bring its own faces, behaviors, and abilities to the table.

Some split into additional dice. Some consume other dice. Others change the way a roll functions entirely.

At the Forge, players can reshape individual dice even further by modifying face values and weights, duplicating or removing faces, adding scoring bonuses, and discovering specialized upgrades created for specific dice.

A die that starts as a small part of a run can eventually become something the entire build revolves around.

Players are not simply looking for stronger upgrades. They can change the dice themselves, then combine those changes with everything else they find throughout the run.


EVERY TABLE FIGHTS BACK

Building a powerful combination is only half of the challenge.

Each table puts an opponent across from the player for a multi-round match. Every opponent brings powers capable of interfering with the player's strategy, and those powers change and become more difficult to handle as the confrontation progresses.

A build that worked perfectly at one table may need to be rearranged, upgraded, or reconsidered at the next.

And every opponent shares something with the player: they once challenged Jinx, made their own bet, and lost.

To earn another chance against him, the player will have to outplay everyone standing in the way.


BUILD SOMETHING BROKEN

Between matches, winnings can be invested into new dice and Lucky Charms, while additional systems including starting Dice Sets, Blessings, the Forge, and the mysterious Seer can send a run in completely different directions.

The goal is to discover interactions between them and keep pushing those combinations further. A simple setup can grow into a build where dice, Charms, upgrades, and carefully arranged rolls all work together in increasingly powerful ways.

The goal is simple:

Turn bad luck into a broken build, defeat the opponents between you and Jinx, and earn your seat at the table for one final rematch.


KEY FEATURES

  • ROLL, ARRANGE, OUTSCORE: Roll, keep, reroll, and position dice from left to right to form Straights and Sets, with individual dice able to contribute to multiple scoring combinations at once.
  • EVERY DIE HAS A TRICK: Build around dice with distinct faces, behaviors, probabilities, and abilities instead of a pool of interchangeable numbers.
  • REWRITE YOUR DICE AT THE FORGE: Modify face values and weights, duplicate or remove faces, add scoring bonuses, and discover specialized upgrades for individual dice.
  • BUILD SOMETHING BROKEN: Combine dice with Lucky Charms, Dice Sets, Blessings, Forge upgrades, and other systems to discover increasingly powerful interactions.
  • EVERY TABLE FIGHTS BACK: Face opponents whose powers interfere with your strategy and become increasingly difficult to overcome as each confrontation develops.
  • CHALLENGE JINX AGAIN: Fight through a hand-drawn cartoon world populated by others who also lost their bets, then return to the table for a rematch with Jinx, the Unlucky One.

Jinx It is currently in development for PC and is coming to Steam. Players can wishlist the game now.


Links:


ABOUT MANABREW STUDIOS

Manabrew Studios is a three-person independent game studio made up of two programmers and one illustrator, all longtime friends who have spent years playing games and talking about what makes them worth playing.

We have always had our own ideas about how games could be more fun, more expressive, or simply done differently. At some point, we decided to stop just talking about those ideas and start putting them into practice by making the kinds of games we would want to play ourselves.

There is a lot of content being produced automatically today, and that is not the path we want to follow. We care about art, identity, and making sure our games have personality. From code to illustration, we build them together, with one simple goal: to create games we would genuinely want to have in our own libraries.

ABOUT ODD LOOP

Odd Loop is a Brazilian independent micro-publisher focused on distinctive games from small development teams. Working closely with developers, Odd Loop supports games across positioning, Steam strategy, go-to-market, creator relations, PR, events, paid media, and launch strategy.

Jinx It is Odd Loop and Manabrew first announced title.

Article by: Susan N.
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Play the Demo for Dawn of Defense During Steam Next Fest Right Now Until Oct 26th!

Developer 6side Studio and publisher Rekoup have announced that RTS × Tower Defense roguelite Dawn of Defense will launch on Steam on November 17, 2026.


Ahead of release, players can experience a significantly expanded demo during Steam Next Fest, October 19–26, alongside a new trailer showcasing how battles grow beyond the defensive line.

In Dawn of Defense, defending is only half the battle. Players build towers and hold back relentless enemy waves while commanding warriors in real time, expanding their economy, capturing territory and assaulting enemy strongholds across the battlefield.

THE WAR JUST GOT BIGGER

The new Steam Next Fest demo significantly expands the scale of Dawn of Defense, introducing a much larger map with three enemy fortresses and a new objective that challenges players to build their economy and defenses, raise an army and push toward the first fortress.
Waiting there is the new Troll Rider boss, alongside new enemies, units and progression systems designed to open up more strategic options between and within each run.

The expanded demo introduces:
  • A much larger battlefield featuring three enemy fortresses and a new objective to conquer the first
  • Between-run progression, allowing players to unlock additional towers and upgrades for future attempts
  • New threats including the Troll Rider boss, Banner Carriers and Elite enemies
  • A new recruitable Hog-riding Pikeman, alongside expanded Runestone effects and greater build variety

DEFEND. EXPAND. STRIKE BACK.

  • Every run forces players to balance defense with aggression.
  • Build towers and rally troops to withstand increasingly dangerous waves, while venturing beyond the safety of your stronghold to capture territory and attack the Empire.
  • Every island reclaimed expands your war economy, opening access to Wood, Stone, Iron and Food that can be invested into stronger defenses, a larger army or the next offensive.
  • Ancient Runestones introduce powerful effects and upgrades that reshape each run, while progression between attempts unlocks new strategic options for the battles ahead.

PLAY DURING STEAM NEXT FEST

The expanded Dawn of Defense demo will be playable during Steam Next Fest from October 19–26, 2026.
Dawn of Defense launches on Steam on November 17, 2026.



About 6side Studio

6side Studio is a three-person independent game development team based in Germany. Dawn of Defense is the studio’s debut title.

About Rekoup

Rekoup is a Stockholm-based, studio-first publisher of premium PC and console games, helping independent studios fund, launch and grow their games under their own name. 

Article by: Susan N.
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Echoes of Mystralia Unleashes a New Update 'All You Can Cast'!


Watchers, it is time.

Our second update, All You Can Cast, is now available!

This update gives you the chance to master your spellcasting skills, discover new Memories, complete challenging tiers of Watcher’s Duties, and more!

Unlock the Basement & Vault of Memories

The community has spoken and the devs have answered. Unlock the doors to the Azimuth’s Basement at the Altar and step into your very own training arena to hone your spellcasting skills. The Basement also features new dummy configurations and behaviours, giving you the perfect place to rehearse your spellcasting choreography on vulnerable frenemies.

But wait… there’s more! The Basement introduces the Vault of Memories, a collection of all the Memories you’ve discovered in Mystralia! Recall any and all Memories encountered on your runs to experiment and practice with whenever you like.


Complete New Challenges

Overachievers, unite! Several Watcher’s Duties now feature new tier challenges, giving you even more reasons to pursue your objectives and push yourself to the limit.

Discover New Memories

We told you something magical was brewing…the Cycle seems to have released some new Memories into the world of Mystralia!

For the full list of changes, please have a look at the Patch Notes, or check out our Devlog for more details.


Mystralia

Stay connected and help shape the future of Echoes of Mystralia:
  • Join our Community Discord to meet fellow spellcasters and the development team.
  • Follow us on social media for the latest news, updates, and behind-the-scenes content. 

See you in Mystralia. 🔮

Article by: Susan N.
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Map Map - A Game About Maps - PC Review

Map Map - A Game About Maps by developer Pipapo Games and publisher Rekoup—PC (Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 7 minutes


Sometimes a game will hit your feed that is completely unexpected. That is the reaction I had when I discovered Map Map - A Game About Maps (which I'll refer to as Map Map from here on out). It is a puzzle exploration game where you take the role of a young cartographer setting out on a relaxing journey to many unknown islands. Not only will you be marking key locations on each map, but you will be hunting for hidden treasure as well. So, let's search for some treasure and hope we don't dig up a soggy boot or something, eh?

Gameplay

Map Map is a cute little game that you can spend several hours exploring the different islands with unique features and biomes. You begin with a brief cutscene of drawing your first map, although it doesn't go as well as you had hoped. In efforts to improve, you search for adventure in the way of a hiring flyer. Billie's Bunch is on the hunt for the Raven King's lost treasure. Naturally, you decide you will apply.


After reaching the first island, you find a large stone compass embedded in the ground which serves as a guide. Though, as you progress through the game, these are not always present. With your map and observation skills, you start marking specific locations that it asks for. These first couple of islands serve as a bit of a simple tutorial.

Once you get through the first island or two, you will meet a couple of people who are looking for the Raven King's treasure. Billie, Milo, Rue, and Byte are part of Billie's crew whom had put out the original post you read back at home. They are eager to test your skills as a cartographer and ask you to pinpoint the location of several landmarks. To succeed at your task, you are given a map and a locator to begin. As you progress through the game, you will find other useful tools like a protractor, some stickers, and more! All of the tools will be helpful during gameplay and I had the most usage out of the stickers to mark locations on the map. 


Each map begins to have additional objectives like finding a couple of hidden treasure chests. These can be found after you locate the cryptic clues that direct you to the treasures' location. Chests will have new stickers and sometimes other useful tools to assist you in your journey, but they are not required to progress in the game. Now, if you cannot find their locations, you can always go back to the map and try again because each map shows the total number of treasure chests that are discoverable. 

A feature that Map Map has which is not present in many games is Twitch Integration. People in chat can guess the location of your objective. An interesting addition to this is that in your settings, you can put a limit on the number of guesses shown on the map. It is also possible to set the guessing to subscribers only to potentially reduce the amount of guesses. While that doesn't seem like much of an integration, it could be fun to have a playthrough where chat controls the guessing. And wouldn't it be fun to have that kind of chaos when you're in a dangerous biome like a lava one? I think so! 

It may not seem like an amazing game at first, but you do get sucked into cartography fairly easily. Especially when it comes to finding treasure, because we all like treasure, yeah?


Graphics and UI

Let's talk about the graphics and UI of Map Map. On first glance, the game has a cute animated aesthetics that works very well for the style of game. The maps have unique enough features that make it easy enough to pin point the locations of key points like the tallest tower or a group of fish near a distinctive landmark. Once you know the unique elements of the island, then the world is your oyster!

In the gameplay portion of this review, I talked a little bit about some of the treasure chests that are strewn about. Many of the treasure chests have stickers which you can use on your map to keep track of where unique features are located. The map is accessed through hitting Tab on your keyboard and clicking on the sticker box or using the pencil to mark information down. By using the map to mark key locations down, it means that the UI of the game doesn't take any space. This is a different experience than other games where sometimes the information can clutter the whole screen. Map Map is the complete opposite by not displaying any real information on your screen, which certainly makes your job as a cartographer more interesting!


While I adore the non-existent UI, I personally am not much of a fan of the Raggedy Ann face for our character. This stems back to when I was much younger and those dolls were everywhere. I recall not liking the character or the style of doll - not that I was horribly interested in playing with dolls in the first place, but you get the picture. Map Map unburied the memory of the dolls from my childhood and I almost based my entire decision about it on that fact - truth be told. 

Audio

One of the few aspects of Map Map that I dislike is the character 'dialogue'. Unlike other games that either have voice acting or don't, this one has 'voice acting' in the form of repetition. The characters don't say what the dialogue box displays, they instead simply repeat the word 'map'. While I, too, am an enjoyer of 'I am Groot', the sentence isn't repeated throughout the whole Guardians of the Galaxy movie. When the characters are talking, they repeat the one word and it's infuriating. Personally, I would rather there not be any voice acting if it isn't in the language displayed on the screen. The audio is wasted because most people would also turn off the character audio.

As for the rest of the game, Map Map has some soothing audio that sits in the background while you puzzle out the precise locations of unique objects on the island. The music doesn't overstay its welcome and the sound effects for water and birds, or jumping onto ledges add enough realism to the game without distracting you from concentrating on the task at hand. As such, it is quite easy to lose yourself in the world. 


Final Thoughts

Overall, Map Map surprised me. The Raggedy Ann looking character almost drove me away from the game, I took a chance and decided to play it. I was quite surprised at how much time I spent getting lost in exploration and discovery of treasure chests. Who could honestly resist THAT temptation, eh? 

The game is cozy and relaxing despite the challenge it poses in pinpointing landmark locations on later islands. And there are a surprisingly large number of islands to explore throughout your time in the game. Just don't be surprised when you discover that several hours have passed and you're still digging in places you think the map is pointing at. 

Score: 9 out of 10
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Premium Video Game Book Publisher Announces The Arcade 1971-1999: The Stories Behind Classic Coin-Ops

London, UK - September 24, 2026 | Bitmap Books, the premium video game book publisher, announced today their latest title, The Arcade 1971–1999: The Stories Behind Classic Coin-Ops, Told by Their Creators, a stunningly comprehensive deep dive into the games that changed an industry forever.


Renowned video game journalist Paul Drury (Edge, Retro Gamer) has spent his illustrious career interviewing hundreds of game developers, artists and musicians, bringing an encyclopaedic knowledge of Arcade culture to this latest publication.

The Arcade 1971-1999 features no less than 120 classic coin-ops, where readers will uncover fascinating insights into the favourite titles. From how Ms. Pac-Man was once a man called Otto, to who actually created Donkey Kong, how Q*bert learned to swear and what really happened on the night when the very first Pong machine was placed in Andy Capp’s Tavern, each title tells its own story in a book that gamers of all ages will find hard to put down.

Along with these firsthand accounts, rare personal photos, design sketches, coding notes and all manner of ‘behind the scenes’ material are beautifully detailed, giving a unique insight into the creativity, imagination and ingenuity that brought these legendary games to life. Discover early concept art, licensed from The Strong National Museum of Play, showing the original plans for such Atari classics as Star Wars, Paperboy, Gauntlet and many more.
The author of The Arcade 1971-1999, Paul Drury, highlighted his feelings about the creation of the title, "Arcade games, like so many of my generation, are what introduced me to video games. Being able to talk to their creators has been such a privilege and this book is a culmination of hundreds of conversations with my heroes."
With a foreword written by Atari co-founder Nolan Bushnell and an Afterword by Eugene Jarvis, creator of Defender and Robotron, The Arcade 1971-1999 delivers the definitive text on the first thirty years of the arcade industry. 


Dedicated to Arcade collectors and video game historians alike, the giants of arcade gaming have offered their thoughts on this must have history of Arcade gaming:
“Hearing the OG story is always fun. Going from nothing to something feels a bit like magic, and Paul has captured that magic in all these stories.”  Nolan Bushnell, Founder of Atari.

“A very well researched account of how a new industry was created.” Al Alcorn, creator of Pong.

"Hear how legendary digital alchemists turned a blank screen into videogame gold, all in their own words.” Eugene Jarvis, creator of Defender and Robotron.

"Relive the stories behind our favourite games, together in one place." Ed Logg, creator of Asteroids and Gauntlet.
Printed on high-quality paper, thread-sewn binding and with each copy shrink-wrapped, The Arcade 1971-1999 features a hardback cover with a foil blocked illustration, and inside readers are treated to a series of arcade cabinet illustrations by artist Adam Rufino. 

The Arcade 1971-1999 is available for global purchase now for an MSRP of £34.99 / $48.00 / €41,95.

For more information and to register your interest, please visit Bitmap Books:


Specifications:

408 pages. 250mm × 250mm. Gold foil blocked cover. Edge-to-edge high quality lithographic print. Hardback. Sewn binding for enduring quality and the ability to lay flat for ideal double-page image viewing. Shrink-wrapped. Free PDF for viewing on the go (when purchased at www.bitmapbooks.com).

Includes Contributions From:

Abiko, Akira Fujita, Akira Nishitani, Akira ‘Akiman’ Yasuda, Al Alcorn, Alan Gray, Alan McNeil, Andy Walker, Betty Ryan, Bill Adams, Bob Flanagan, Brian Colin, Dave Sherman, Dave Staugas, Dave Theurer, Dave Thiel , Dennis Harper, Doug Macrae, Ed Logg, Ed Rotberg, Eric Ginner, Frank Gasking, Franz Lanzinger, Fukio ‘MTJ’ Mitsuji, Gary Goldman, Gary Vincent, George Gomez, Hirohisa Komanome, Hiroshi ‘Hiro’ Kawaguchi, Hiroshi ‘Onijust’ Tsujino, Hiroyasu Machiguchi, Hisao Oguchi, Howell Ivy, Jack Haeger, Jamie Fenton, Jeff Lee, John Newcomer, John Ray, John Salwitz, John Szczepaniak, John Tobias, Jonathan Hurd, Kazuma Kujo, Kazunori Sawano, Kenichi Yokoh, Kenji Kataoka, Kenzo Tsujimoto, Kevin Bayliss, Koji Mitsunaga, Koji Obata, Kouichi Yotsui, Larry DeMar, Lyle Rains, Makoto Uchida, Mark Pierce, Mark Turmell, Martyn Carroll, Masaaki Kukino, Masamoto Morita, Masanobu Endou, Matt Householder, Michitaka Tsuruta, Mike Hally, Minoru Kanari, Nolan Bushnell, Owen Rubin, Peter Robinson, Professor Yoshihiro Kishimoto, Robert Weatherby, Ron Milner, Roy Ozaki, Ryuichi Nishizawa, Scott Morrison, Scott Tsumura, Seiichi Nakakuki, Shigeru Yokoyama, Shinichiro Okamoto, Steve Mayer, Steve Wozniak, Takashi Oda, Takeki Nakamura, Tim Skelly, Tokuro Fujiwara, Tomohiro Nishikado, Toru Iwatani, Toshihiro Nagoshi, Toshinobu Komazawa, Warren Davis, Wendi Allen, Yasuhiko Tanaka, Yoshihiko Ota, Yoshihisa Kishimoto, Yoshiki Ooka, Youji Ishii, Yu Suzuki, Yutaka Kounoe, Yutaka Sugano.

Games Featured:

1942, 720°, After Burner, Altered Beast, Area 51, Arkanoid, Asteroid, Asteroids, Battle Garegga, Battlezone, Berzerk, Bomb Jack, Breakout, Bubble Bobble, Cannon Dancer, Canyon Bomber, CarnEvil, Centipede, Chiller, Circus, Computer Space, Cruis’n USA, Crystal Castles, Dance Dance Revolution, Darius, Daytona USA, Death Race, Defender, Die Hard Arcade, Dominos, Donkey Kong, Double Dragon, Dragon’s Lair, Fantasy Zone, Final Fight, Food Fight, Gain Ground, Galaga, Galaxian, Gauntlet, Ghouls ’n Ghosts, Gorf, Gotcha, Gradius, Gran Trak 10, Gun Fight, House of the Dead, Hunchback, I, Robot, Ikari Warriors, In the Hunt, Joust, Killer Instinct, Klax, Krull, Kung-Fu Master, Lunar Lander, Major Havoc, Marble Madness, Marvel vs. Capcom, Metal Slug, Missile Command, Monaco GP, Moon Patrol, Mortal Kombat, Ms. Pac-Man, NARC, NBA Jam, NHL Open Ice, Out Run, Pac-Land, Pac-Man, Paperboy, Pit-Fighter, Point Blank, Pole Position, Pong, Primal Rage, Puzzle Bobble, Q*bert, Quantum, Qwak!, R-Type, Raiden, Rainbow Islands, Rampage, Rampart, Return of the Jedi, RoadBlasters, Robotron: 2084, S.T.U.N. Runner, San Francisco Rush, Satan’s Hollow, Shinobi, Silent Scope, Sinistar, Smash T.V., Solomon’s Key, SoulCalibur, Space Harrier, Space Invaders, Spy Hunter, Star Wars, Street Fighter II, Strider, Super Bug, Tank, Tapper, Tekken, Tempest, Terminator 2: Judgment Day, Tetris, The Pit, The Tower of Druaga, Tron, Venture, Warrior, Wonder Boy, Xevious, Zaxxon.

About Bitmap Books:

Founded in 2014 by Sam Dyer, Bitmap Books is a design-led publisher dedicated to producing the highest quality, most visually splendid gaming books ever produced. Renowned for their attention to detail and collaboration with influential outfits, like SEGA, SNK and Atari, as well as industry veterans, including: Mark Cerny, creator of Marble Madness and chief architect of the PlayStation 4 and PS Vita, legendary developer siblings Ste and John Pickford, point-and-click trailblazers Tim Schafer and Ron Gilbert, esteemed SNK producer Yasuyuki Oda, and many more, Bitmap Books celebrates the software, hardware, developers, and studios that shaped the games industry and is committed to preserving and sharing the rich history of video games through exceptional design and storytelling. For more information, please visit: https://www.bitmapbooks.com/pages/our-story

Article by: Susan N.
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Nivalis Nights - PC Review


Nivalis Nights by developer ION LANDS and publisher 505 Games—PC (Steam) review written by Mike with a copy provided by the publisher. 

Estimated reading time: 5 minutes 


“Anyone can paint garbage, it takes true Artistry to paint garbage beautifully”

Nivalis Nights is an experience that gives a strong sense of what a talented team of visionary minds can create. Nivalis Nights crafts a living breathing painting of neon basked splendor with a futuristic new art style of game that is both beautiful and urban futuristic.


Nivalis Nights is a slice-of-life simulation set in the cyberpunk city of Nivalis where you will spend time growing your future business. Your story begins with you waking up in Lowtown, traveling to Meridian Market sector and taking over "Ramen Noir" from Thaddeus the old owner. He hands over the business to you happily, along with the debt attached to the business. After meeting your first and only employee, Banor, you start setting up the seating area, shopping for ingredients, furniture, and adding to your overall menu thereby increasing the quality, comfort and popularity of your Noodle Bar.

AVA, a digital automata assistant communicates frequently with the player to steer them in the right direction when all seems lost, or new information needs addressing. Conversing with certain residents and customers can lead to a pleasant outcome of improving your reputation with the locals.

As you begin to collect staff and ingredients in order to begin your management of this restaurant, recipes will need to be learned by word of mouth with the city's citizens and rival food vendors. It doesn't just stop there, though. You also need to buy tables and chairs. Purchasing machines, such as a drink machine, food chopper, extra stoves, and various other upgrades will keep you wanting to return to make the noodle bar of your dreams.

I started exploring off to the side after a few shifts and discovered the docks. After talking it up with a few locals, they handed me a boat. Different areas on the water presents optimal fishing locations for different varieties of fish. There are also Loot zones that allow the player to fish up treasures such as Jewelry, Garbage, or even ancient technology scrap to sell off. A fishing rod is a great way to make easy cash when the restaurant is running low on funds.

So not only am I chasing fish, I'm also chasing profit at the restaurant. Once you hire a manager as well as wait staff and another cook you can start to accumulate a far greater profit. Things become less stressful with more cash flow. Be cautious on giving the staff a raise right away though, if you don't have enough money to pay them, they might not return and just outright quit.

The city is filled with Neon lights and massive mega structures housing the citizens, their personalities ranging far and wide. I found myself discussing with a social influencer whether her band deserves a 10% discount at my restaurant. The next moment I was running dirty mugs to the sink to ensure the area of operation remained clean and tidy.

There's danger in the town though. Due to a serial killer stalking the regions, a curfew is put into place, so time management is a key factor in running your potential enterprises. Yes that is a plural. You have a large list of potential shops to purchase in the many outer areas as you grow your monopoly on the major sector. Many NPC's are wandering the environments, allowing for a living breathing city utopia filled with citizens. I found myself often times looking at every moment of this game exuding a picturesque beauty with the smallest details taken into account in a successful immersive environment.

I did find myself at times a bit overwhelmed with the number of side quests and objectives flowing in at me in the beginning of the game. Discovering how to manage and multitask will ease off any stress this may present. It seems every single patron that has something to say has a want or need of your assistance. Being a people pleaser will have you charming the masses by offering restaurant discounts, pleasant conversation or appealing to the persons better nature. You must also keep in mind to keep the rent paid on your apartment or you might encounter an early eviction or a visit from the landlord. There is a loan shark that can help you with a bit of interest, but I have a belief that if the player avoids taking out loans, it might save them additional pressure for their business's success. The interest may just outweigh the earnings. 

Everything from the user interface to the controls is very clean and feels natural. The team clearly put a lot of time and effort, as well as energy, love, and care in crafting this wonderful experience. The animated skyline of the mega structure apartments and skyscrapers dance with light amid the sorrowful and downtrodden street life bustling below. Contrast is a key player in this moving painting of a city. The musical score is a fine blend of synth-wave mixed into an ambient saturated living world. The game comes with a Photo Mode as well, allowing the player to admire and explore the areas highs and lows in leisure without losing valuable money-making hours in game. If you are not a big fan of Store management, gardening, fishing or exploring, this title is still a great addition to anyone's game collection for the presentation and delivery of this polished creation.

Controls: 9/10 - Managing staff, keeping track of social influence, adjusting menu item costs and movement feel proper and flow nicely. Collision with NPCs is non-existent and it works well with the flow of the games population.

Audio: 9/10 - The music and sound effects are placed accordingly further saturating the player into the environments and overall emotion breathed into this game. Spending hours with the music playing in the background and never noticing time flow away fluidly is a true skill in musical arts.

Graphics: 9/10 -  A voxel graphics style captures a spectacular presentation of this game that every scene is meticulously made with time and care. A UI interface clean and organized that takes little to no hand holding.

Overall I personally could count this as a top 5 contender for game of the year in 2026. The team has been hammering away at this title for a while and the end resulting presentation is well worth the wait.

Score: 9 / 10

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Don't Fling Your Friends off the Edge in Upcoming 2 Player Co-op Platformer!

October 6th, 2026 | OFF BOX Studios today released a new gameplay trailer for FLING UP TOGETHER, the upcoming 2-player co-op physics platformer built around a single rope tying two friends together. A free demo is available now on Steam.


Two players are bound by one rope, pulling and flinging each other up a vertical world of sky islands, floating ruins and monumental bridges. There's no climbing alone and one player's fall undoes the whole team's progress, exactly what the new trailer puts front and centre.

Where most co-op climbers link players with a passive chain, FLING UP TOGETHER makes the rope an active tool: launch a teammate across a gap, catch them mid-fall, or doom the run with one bad pull. Anyone can pull at any moment, so every rescue and every disaster has an author and every session becomes its own story of communication, blame and shared triumph.
"We wanted a co-op that you can't autopilot through. The rope means you're never just playing next to someone, you're constantly deciding their fate and they're deciding yours. That's where all the shouting and the laughing comes from," said Ammar at OFF BOX Studios.
Colour-coded platforms push the teamwork further. Each player can only stand on platforms matching their colour, so one player opens a route and then has to physically haul the other across it with the rope.

A single run swings between careful coordination and total collapse. One minute you're timing a fling perfectly, the next someone mistimes a pull and you're both watching the climb undo itself. Every session ends up somewhere between a team victory and a shared disaster and never plays out the same way twice.



KEY FEATURES

  • Rope-and-fling mechanic: Pull the rope to launch your partner across gaps or catch them mid-fall, or accidentally ruin the whole run. Every success and every disaster has an author.
  • Forced interdependence: No solo progress, no separate checkpoints, one fall that resets everyone. Tension, communication and payoff, manufactured automatically.
  • Color-coded co-op puzzles: Each player can only stand on platforms of their colour, forcing constant coordination beyond the rope.
  • Comedy through failure: Ragdoll physics, silly characters and moving obstacles keep every mistake funny rather than punishing, built to be watched as much as played.

AVAILABILITY

FLING UP TOGETHER is coming to Steam. A free demo is available now, so co-op and party-game fans can jump into the chaos before launch and wishlist the game today.


About OFF BOX Studios

OFF BOX Studios is a small independent game studio, recently selected for NEOM's Level Up gaming accelerator. FLING UP TOGETHER is their debut title.

Article by: Susan N.
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