“After much anticipation from our community, we are ecstatic to bring the update that people have been waiting for since Mini Motorways first launched,” said Casey Lucas-Quaid, Dinosaur Polo Club’s Community Manager. “Buckle your seatbelts, because you’ll finally be able to scratch that creative itch when Creative Mode arrives as a free update this August!”
Unleash Your Potential with Creative Mode in Mini Motorways!
The USS Ronald Reagan Makes Its Debut in Carrier Deck, Now Available on Consoles!
Main Features:
- Flight deck management simulator;
- Dynamic gameplay in wartime realities;
- Aircraft and helicopters;
- Campaign mode and fast-paced skirmishes;
- USS Ronald Reagan (CVN-76).
Covenant of Solitude - PS5 Review
Estimated reading time: 5 minutes
Covenant of
Solitude is an RPG released by Kemco. Originally released in 2013 as an
android/iOS title, it is now available on the PS5! While maybe a little
graphically aged and somewhat standard JRPG fare compared to some of KEMCO’s
other titles, Covenant of Solitude is rather fun and more engaging than you may
initially expect.
Covenant of
Solitude stars a young man named Fort, who has the power to talk to monsters.
Living a rough life in a small village, Fort has his world burnt down when the
Empire invades his village and slaughters the inhabitants. Fort must then find
his place in the world and what he wants to do with himself and the people in
it. Using his power that not only allows him to speak to but also to command
monsters in battle, the power of a genie, Fort tries to carve out a place for
himself.
By and
large the plot of Covenant of Solitude isn’t anything particularly outstanding,
nor are the characters really. While there are some interesting dialogue
moments between Fort and the demon Wicca who signs a contract with him, most
characters are either cartoonishly evil, extremely predictable, or kind of dumb.
As an example, Fort seems to have the frustrating disability to be skeptical of
anybody. He basically says at one point “why would somebody be nice to me if
they weren’t a good person?”, which I almost threw something after reading.
That being said, the writing isn’t bad, just pretty cliché or unsurprising.
The
gameplay is very traditional JRPG style that is very reminiscent to me of the
first Final Fantasy game. You will explore a world map, get into random fights,
explore dungeons, find treasure chests, and do the occasional side quest as you
go. In Covenant of Solitude there is a bit more to it. You can recruit
different species of monsters to your party and give them different jobs. A
monster’s species will affect their general stat distribution, for example the
beast type characters have higher speed, while the job chosen determines growth
path and skills. A fighter class will learn physical attacking skills and have
a more attack focused stat distribution.
You will be
able to change jobs by using a certain item, although new jobs are set at level
1. You may also be able to find special items that allow you to change to an
advanced job class. However, if you do change jobs, you will get to keep previously
learned skills.
Once you’re
set to go with your party of Fort and up to three monsters, you’re ready to
tackle the world. This means a decent amount of fighting, by the way. In combat
is very traditional fare: select command, attack in turns until all commands
are complete, repeat. You can attack, use a skill, defend, use an item, etc.
and certain weapons have different effects, such as hitting back rows for full
damage or hitting in a pattern. Spells can also hit rows or columns and there
is an elemental alignment chart. Upon victory you are awarded with experience
and money to fund your vicarious lifestyle.
Dungeons
are an interesting experience. They certainly aren’t the worst designed areas I’ve
seen, and the minimap certainly helps you navigate, although they do tend to be
either needlessly roundabout or uninspiring. There are a few dungeons with gimmicks or traits that make them interesting, such as a fire and ice dungeon. In here the ice you slide on and the fire you take damage when walking over, yet they are somewhat few and far between.
Sidequests
are a little weird as well. While there aren’t many, it would be interesting to
note that a fair amount require a certain monster at a certain level, such as a
vampire at level 30 in order to complete an objective. A rather unique way of
doing things, but since units not in the party don’t directly earn exp,
leveling one if you aren’t actively using them could be a hassle.
There is an
in-game store where you can buy items basically at any time you have free
movement, so running out of healing or revive items isn’t really an issue.
There is also a store where you can buy special items for points you earn from
killing enemies, which are usually game-breaking items or super good equipment.
Interestingly enough, you don’t earn points super fast, so it would still take
some work to afford these items.
Graphically
and musically Covenant of Solitude isn’t really that great. I wouldn’t say it’s
bad, but it’s definitely not beating the “2013 phone game” allegations even
when ported to console. A bit of an update would have done it really well, even
if it was just replacing some environment textures to add more variance or
giving some better looking character portraits. As I said earlier, not the
worst, but certainly could be better.
Overall I
don’t really know how to feel about Covenant of Solitude. It isn’t spectacular
by any means, but it isn’t bad. I definitely had more fun playing than I
expected, but I can’t really say why? Perhaps it just has a sort of nostalgic
charm that draws you in. Nothing over the top or super fancy, no gimmicks, just
traditional JRPG mechanics and storyline, but that isn’t bad every now and
then.
Ultimately, Covenant of Solitude is a perfectly average experience. While it doesn’t do anything new or exciting, or even really put it’s own spin on things, it also doesn’t lack in the backbone that made older JRPGs so entertaining. It’s not bad, but it’s not great. If you’re looking for something to play in the background, or to do while waiting for something else to release, this might be a neat little tide over until something else comes along, but I certainly wouldn’t claim it as a “big name RPG”. Give it a look to see if this is something right for you.
Score: 7 / 10
Roadcraft - PS5 Review
Estimated Reading Time: 4 minutes
I love a good simulation game whether it's building, designing theme parks, being a firefighter or even driving trucks and heavy equipment vehicles. I loved the idea behind the game. You are in charge of a natural disaster recovery company where you must rebuild infrastructure, construct roads and bridges, clear debris, and recycle debris.
There are 8 levels in the game with the first two being in the same area in Africa and almost every level being a different disaster. The first level has you prepare for an upcoming storm and the second level has you cleaning up after it. One of my first big issues with the game is there is not much of a tutorial. It tells you what to do, but without showing you how it's done it sometimes is overwhelming to try to figure it out. The only reason I was able to figure some of it out was because I played Snowrunner. Now anyone who has played Sabers other games Mudrunner or Snowrunner should feel at home with this game as there are a lot of similarities. If you don't know what diff-lock or AWD is then you may want to skip this game.
After getting used to the game and its controls. The crane controls still confuse me from time to time. One of the big pains in the game is plotting routes for transportation and you do this a lot! You have to be exact as the AI who drives the routes doesn't know enough to avoid things in the road and then getting stuck. The game then will tell you it failed and you have to fix the problem. I honestly hated doing this. It really isn't fun having to go and look and or change the route time and time again until you find the right path to make it so the AI won't get stuck on something or in mud. If the game has an objective for some things like making a road all you have to do is bring a dump truck full of sand, a dozer, a paver, and a roller to a designated area. You can also set it to do the work automatically. You can do it manually if you wish and if you want any other spots on the map paved you can do it yourself, but it's a bit hard to do. I wish they made it so you could select a spot and have it do it automatically.
Each map is decent-sized but I don't like how it's all covered at the start with a fog of war if you will. I understand doing it in another type of game where you should explore, but this is a game set in the present day. If you are in a disaster recovery business you should at least have maps or GPS. Because of this, it can take you longer to get to destinations you have never been to before because you can run into dead ends or bridges that are out.
There is a lot of driving in RoadCraft and some of the vehicles are extremely slow, so getting from point A to point B can take a while. The only form of fast travel is to recover your vehicle, but you can only select your garage or a recovery point. Recovery points cost fuel that you get by completing objectives. You can also get places faster if you use the transport vehicle that lets you put your heavy equipment vehicles onto it. And you can drive the truck instead of the slower equipment. Completing objectives give you money and experience. As you level up you can buy better vehicles with the money you earn. You will always start with a rusty version of a vehicle so you may want to buy a newer version sooner rather than later as they work a bit better and faster.
There's a lot to see and do in RoadCraft from surveying the damage to using cranes and even laying down underground electrical wires. I have played a lot and I still haven't seen everything you can do in the game a part of this being how slow-paced the game is. All of the tasks can get overwhelming at times though as the game will tell you to do something before the place you need is even up and running. At one point I needed metal pipes. I haven't gotten the metal pipe plant open yet so I would have to do all that before I could fix the needed infrastructure.
Recycling plays a big part in the game as you will have to start plants that make things like metal pipes and such by recycling old stuff you find lying around on the ground. You can do this with a truck and crane or with your scout truck's winch. Just like Sabers other games your scout vehicle will have a winch you can use to pull things or help if you get stuck.
Graphicly the game looks amazing. The way the mud and dirt move as you drive, the way it sticks to freshly paved roads, the way it kicks up and sticks to your trucks all look pretty well done. The views can be really nice also. The sound is also good in the game, but if you have played Snowrunner then some of the sounds may sound familiar.
I have a love-hate relationship with RoadCraft. On one hand I found parts of it to be relaxing and fun and on the other, I was so frustrated I had to quit and take time away from it. RoadCraft is not a bad game by any means, but it is not for everyone. There is also 4 player coop so if you and some friends want to play together there is that option.
Overall RoadCraft is a decent simulation game that may ask a little too much of a player making it a tad too realistic. Now if you are a fan of Sabers other games you will like RoadCraft. If you didn't like Sabers other games like Mudrunner then you will probably dislike this game too. I however thought it was decent enough with a lot to see and do even with its shortcomings.
Score: 6.75 / 10
JDM: Japanese Drift Master - PC (Steam) Review
JDM: Japanese Drift Master by developer and publisher Gaming Factory—PC (Steam) review written by Susan N. with a copy provided by the publisher.
Estimated reading time: 13 minutes
Introduction
Gameplay
Driving School
Missions
Story
Graphics and UI
Audio and Music
Good Drifting or Bad Drifting?
Final Stretch
Score: 6 out of 10
Play the Highly Anticipated Psychological Horror Title Holstin Demo on Steam Right Now!
THE HOLSTIN KICKSTARTER SIGN-UP CONTINUES TO GROW
PLAYING ALL SORTS OF TRICKS ON YOUR EYES
DigixArt Announces Upcoming First Person Adventure Game 'Tides of Tomorrow' in 2026
Adrien Poncet, Game Director: “Just like in Road 96, narrative is at the heart of the experience. In this ruthless ocean world, you play as Tidewalkers, who witness echoes of other players’ actions. You will have to deal with the consequences of their choices - it’s up to you to cooperate… or to make waves!”Kevin Bard, Producer at DigixArt: "In Tides of Tomorrow, for the first time, your story changes based on the players you choose to follow. This innovative twist unlocks a whole new range of possibilities for storytelling and gameplay. Will you follow friends, streamers or total strangers?”
Wishlist the game:
- PlayStation Store page - https://store.playstation.com/concept/10015068
- Xbox - https://www.microsoft.com/store/productid/9nvsc8dxskrs
- Steam page: - https://store.steampowered.com/app/2678080/Tides_of_Tomorrow/
Follow on:
- X/Twitter: @digixart
- Instagram: @digixart
- TikTok: @digixart
- Facebook: @digixart
- Discord: discord.com/invite/PckWFcTexV
About DigixArt
Nice Day for Fishing - PlayStation Review
Nice Day for Fishing by developer FusionPlay and published by Team17—Sony PlayStation 5 review written by Nick with a copy provided by the publisher.
Estimated reading time: 5 minutes
After 10 Years of Development, Galactic Glitch Fully Launched on Steam!
What’s New in 1.0
- Explore the Quarantine Zone: A tough, infested new mid-game level
- Defeat the Cybervoid: An endgame arena with dynamic, ever-changing challenges
- 20+ new enemies: Each featuring new mechanics
- Two new final bosses, and 6 new level bosses
- More than 40 new upgradeable powers, for 90+ powers total
- All-new mechanics, like Glitch Bombs, to unlock secrets and explore
- Prototype ships, which you can find in the wild, capture, and use as starter ships
- A new Overview Map in the Hub area, that guides your exploration of the void
- New Glitch Tokens, to give players more control over their builds
- More Improvements
- Completely reworked and improved UI
- A new Boss Orb system, that unlocks game progress more smoothly
- Added 15+ more special room types, challenges, event rooms, and new mini-bosses
- Higher base difficulty, for better challenge and to make progress more gradual
- Updated and Expanded Hub area, with new rooms
- Added Helpers that allow construction of Hub rooms
"Community feedback guided us all through Early Access, and we’re incredibly thankful for that. It led to big changes—like adding mid-run saves early on, or reworking the weapon system after players told us the old one just wasn’t fun. Version 1.0 follows the same path, with highly requested features like Prototype ships and a much better upgrade system. Working together with our players has been a great experience and very enjoyable for us—and we’re thrilled to finally launch the full game." — Max Dohme, lead developer at Crunchy Leaf Games
KEY FEATURES
- 2D Space-Roguelite – A frantic twin-stick shooter with endless replayability and permadeath stakes.
- Physics-Based Combat – Use a gravity gun to grab debris, hurl asteroids, and fling enemy missiles back at them.
- Multi-Part Enemies – Tear foes apart piece by piece, exposing weak spots while dodging their armored sections.
- Dynamic Exploration – Chart a glitched starfield, uncover secrets, and loot rare gear along branching paths.
- Abilities and Items – Unlock new powers every run and combine them into endlessly varied builds.
About Crunchy Leaf Games
Development Through Adversity
Tainted Grail: The Fall of Avalon - PS5 Review
Tainted Grail: The Fall of Avalon by developer Questline and published by Awaken Realms—Sony PlayStation 5 review written by Nick with a copy provided by the publisher.
Estimated reading time: 6 minutes.There is so much to enjoy about Tainted Grail: The Fall of Avalon that it’s almost difficult to figure out where to begin. The dark, gothic setting is supported by an interesting story. There are tons of deep lore that plays with Arthurian tales in a creative way, and the overall presentation is fantastic. Fans of open-world first-person RPGs should find a great deal to enjoy here.
Tell me if you’ve heard this one before. It’s a first-person (okay, you can set the view to third-person, but the gameplay is not optimized for that) RPG where you wake up in a jail cell. You need to escape so you can work your way into an open-world where you can follow the primary questline or venture off into any number of directions to pursue other exploits. Given that Tainted Grail: The Fall of Avalon was released so close to The Elder Scrolls IV: Oblivion Remastered, you would be forgiven if you thought the above description was about Bethesda’s popular RPG series.
The parallels are many between The Elder Scrolls games and Tainted Grail: The Fall of Avalon, especially in the early going. But it also doesn’t take long to realize that Tainted Grail is also very much its own thing. You aren’t battling rats to escape the prison – you’re fighting undead created from gruesome experiments performed in the dank confines of the prison. Sure, you’re picking up weapons and armor – but also brains, saws used for hacking off limbs and more disturbing finds. There’s a palpable grittiness to Tainted Grail that comes out almost from the very beginning and stays throughout the journey. There's smaller details in this opening stage that further drive home the sort of dark, oppressive feeling that the game is going for. Sometimes the events are a bit more obvious, such as someone who was experimented on asking you to kill them and put them out of their misery for the well-being of all, and others require just a bit of effort as you pick up and scan the pages of what amounts to a smutty novel that one of the guards was reading. Either way, the team does an excellent job of illustrating their own unique vision of this world.
The story is an interesting one. The stories of King Arthur are often fundamentally similar and to many people well-known. Tainted Grail plays with this premise as your protagonist encounters what amounts to the spirit of King Arthur as they travel together and start to peel back the layers of the story that builds off of these familiar tales with unique elements established in the series’ prior game Tainted Grail: Conquest. Now, I absolutely loved that title as well. The roguelike deckbuilding mechanics were enjoyable, but more than the gameplay I found the world teased in that title to be intriguing. Tainted Grail: The Fall of Avalon takes that foundation and allows you to really explore the Wyrdness - the name given to the strange, foggy representation of corruption steadily engulfing the land. It immersed me in its story through great visual design and a solid sound and musical score.
The moment you escape the dungeon and see the sprawling landscapes and massive statues holding walkways up, you can see the developers' vision extends past the story and into the art direction as well. It's not quite as perpetually dark and gloomy as say Bloodborne and Elden Ring, because there are some lush landscapes as well sprinkled in. It reminded me more of games like Diablo where there's often a strain of grim darkness tinged throughout, but it's not all inky shadows and things jumping out at you in the night either.
Now, it’s not just the opening scene that harkens back to The Elder Scrolls. Combat, whether you prefer melee, ranged or magical has a similar if somewhat more visceral feeling to it. You still swing, block and cast like in Skyrim, but there are nuanced additions like perfect parry, dodging and greater spell variety that breathe new life into the refined combat. Some of the elements work better than others – group combat is frantic and somewhat frustrating as it can overwhelm ranged playstyles a bit too easily and those relying on stamina for attacks seem to tire a bit too quickly, but those are quibbles about a system that is by and large a good deal more fun than the average Elder Scrolls game.
That is not to say every gameplay element is perfect or even really an upgrade over the tried-and-true Elder Scrolls formula. Crafting and fishing and such are alive and well, but there’s not much nuance to them. They’re helpful, sure – but they’re not particularly interesting and it can be a bit challenging sometimes to find a specific recipe item as the UI doesn’t necessarily do much to hold your hand. Also, while I liked the art design itself, with a score of macabre Diablo vibe to it, there are visual glitches (screen tears, objects falling through floors, bodies that sit at angles they shouldn’t) that occur more often than I’d like to see. Characters look good at a glance, but facial movements and details don’t hold up to close scrutiny but man… the landscapes are amazing at times.
It is also worth calling out that this is an RPG and with it comes some decision-making, but outside some very specific important decisions, most of the time your choices don’t really matter much outside of the flavor of the text that follows. That’s somewhat disappointing in a game that advertises ‘meaningful choices woven into complex, branching storyline’. Thankfully the writing, the lore and frankly some of the quests themselves are done well enough that I didn’t mind that most of the choices made along the way seemed more superficial than not.Minor rough edges aside, Tainted Grail: The Fall of Avalon is an incredible experience. It would be easy to glance at it and think this is an indie Skyrim or something of that nature, but once you start to play it readily becomes apparent that there’s so much more to this game. There are numerous ways to play the game and often multiple ways to complete quests, while the deep, rich lore is well-represented in both the writing as well as the graphics. For a relatively small development team, what they have churned out is broodingly beautiful, incredibly imaginative and most of all exciting to play.
Score: 8.75 of 10
Sequel to Dungeon Crawler 'HellSlave II: Judgement of the Archon' Releasing in 2026
“I’m thrilled to offer a new HellSlave experience with a deeper, bigger and better designed game.” said Baptiste Miny, solo developer on the game.
“HellSlave II is the result of listening to the players while trying to surprise them and offer them even more than they could expect.”
KEY FEATURES
Customize Your Damnation
Turn-Based Combat with a Time Twist
Explore a World on the Brink
Fight or Be Forgotten
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