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Nintendo Switch Becomes a Buffet Boss September 6th!

September 2nd - Warsaw, Poland | QubicGames has announced that Buffet Boss by CrazyLabs will be released for the Nintendo Switch on September 6th.


Buffet Boss by CrazyLabs:

Step into the fast-paced world of Buffet Boss, where you’re not just cooking - you’re building a culinary empire!

Start as a humble entrepreneur and rise through the ranks to become the ultimate chef, bartender, and manager.

As your restaurant grows, so do the challenges. Keep your customers happy, manage overcrowded dining rooms, and make sure your team is always at their best. The more successful you become, the more obstacles you’ll face, but with the right strategy, you’ll dominate the industry!

Features:

  • Whip up a variety of mouth-watering dishes and refreshing drinks!
  • Serve your guests quickly and keep your restaurant spotless!
  • Train your staff to perfection and upgrade your kitchen equipment
  • Expand your restaurant to become the biggest and best in town!

Prove your skills, overcome every challenge, and rise to the top as the Buffet Boss!



About CrazyLabs:

CrazyLabs is a top-three mobile game publisher and developer with over 6.5 billion downloads and more than 250 million monthly active players in the hyper-casual, hybrid, and casual gaming space. Check out our best games here.

Article by: Susan N.
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Mika and The Witch's Mountain - PC Preview


Mika and the Witch’s Mountain by developers Chibig S.L.U., Nukefist and publisher Chibig—PC (Steam) preview written by Valerie with a copy provided by the publisher.

Estimated reading time: 5 minutes


Presses the ‘R’ key to land Mika, the main character, in this wonderful 3D fantasy adventure game by ChiBig Studio. I had been waiting since March 2023 for this game and Mika and The Witch’s Mountain finally landed in my lap! Since this lovely relaxing game is still in Early Access I’ll cover the tonne of fun I had as well as the little grievances that popped up during gameplay. Yes, I did finish this game that didn’t overstay its welcome clocking in at five and a bit hours. Yes, you caught me. I love doing achievements, so I wandered a little to get them! *Laughs*

In this relaxing adventure you play as Mika and your goal is to get back up to the top of The Witch’s Mountain, where you were until recently, to Olagari’s home, the head witch, to apply for apprenticeship with her. Mika wants to be a witch just like her mother and she even has a letter of recommendation! Unfortunately, Olagari doesn’t accept the letter and shoves Mika off the mountain. Mika’s broom doesn’t survive the fall so the first person Mika meets is Allegra who offers to fix her broken broom for an amount of money. Mika doesn’t have any money and Allegra suggests she take the open position as a delivery person.

Yay! I get to ride a broom! Okay, that’s not the main draw of this game for me, but it’s certainly an awesome plus! This game hits all the boxes for relaxing in content: to collect items, money to earn, people to meet, places to discover, and more! The 3D art style in its cartoon-y fashion is soothing and can sometimes feel like you’re reliving your childhood over again but through a different lens.



On this island is the town of Orilla where the next person you meet is Greff, the owner of the Orilla Town Delivery Company. Abrupt and brusque, he meets all the requirements of an upstanding taskmaster with a few not so nice traits that keeps Mika on her toes to better herself through completing her deliveries with as few bumps and bruises as possible. Those 'bumps & bruises' are getting the package wet, hitting the package, and sometimes a timer which I'll address a little later.



The quest and information screens are like a notebook to keep tabs on Mika's progress. In here you can see your new broom's statistics, your goals, and the extras in your backpack. There are also screens of the delivery card, the map of Mont Gaun that you are given by Greff, and a detailed diagram of a controller with labelled buttons of their corresponding actions. I'm a keyboard and mouse gamer, so I was happy to discover that I can use the WSAD keys, a couple of other keys for turning pages, the Enter key, and mouse to navigate through the game.

There's also tracking of the outfits you can get, broom trails, and tarot cards which was also a plus for me. Oh yes, and chocolate! Well, in game chocolate, but yummy as that's a definite addiction in real life!


So I had mentioned collectibles and here you can see a treasure to collect and what you can purchase in the store. It is accessed here at this monument that you can see in the screenshot on the right. There are charms and outfits you can get too.


Remember I said I would get to my grievances later? Well, here they are. Because I also wear one of the editor hats, I found some text that didn't fit, or words that should be something else, and missing letters in words. There also isn't a save button in the game to do your own saves, so when I loaded up the game later on I found myself in a spot I hadn't gotten to yet. 

When flying on the broom it very much felt like the mechanics in Spyro the dragon when I played that game. It took a bit of getting used to and finally evened out when I relaxed into the music of the game to get from place to place. Almost like the slalom on a ski slope (which I've never done, but have observed plenty watching on tv or that one trip with friends who all loved skiing), smooth and continuous left to right and right to left in a straight line to your destination.


I very much enjoyed everything about this game from the graphics and music down to the secrets and places to explore. Even after the twist at the very end you're still given the opportunity to go back into the game and catch up on things that you missed or to do more exploring! I am happily smiling and I am in a great mood with each time I started up the game to continue on.

Definitely a great game to relax with and lots to enjoy! Thank you ChiBig for making this part of your game world and I hope to see more of Mika in future games! Meanwhile, to all you folks out there reading this preview, if you enjoy a relaxing, colorful, whimsical adventure game go get this one or any of the others in ChiBig Universe on Steam.

 

Score: N/A



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1.0 of Halls of Torment Arrives on September 24th!

Stuttgart, Germany – Aug. 29, 2024 - German 5 people indie developer Chasing Carrots is proud to announce the 1.0 release of Halls of Torment on Steam this September 24 at a full price of 6.66 EUR|USD and with a release discount of 25% during the first week after launch. Halls of Torment is a casual roguelite action RPG presented in a pre rendered retro look reminiscent of RPGs from the late 90s. Choose one of 11 hero characters and descend into the deadly Halls of Torment. Fight unholy horrors from beyond and survive wave after wave until you face one of the tormented lords. Advance your hero with character traits, abilities, and items. Create a new powerful build during each run. Explore various underground expanses and find new powerful items that enable you to venture even deeper into the abyss.



An exceptional reception from the community during Early Access


During the 16 months in Early Access, Halls of Torment has received more than 21500 reviews from players from all over the world, averaging a 96% positive rate. Here are some numbers that represent the feedback shared by its engaged and fantastic community:

  • Replayability. The average playtime per user is 20h and the median playtime is 12 hours. 
  • Large amounts of content at a great price. The conversion rate from wishlists to purchases during the Early Access period ranged between 50 and 70% with a total sales of 905K copies to date and only 3% of refunds.
  • A unique visual approach to 90s retro graphics. The studio took the original impressions and tried to amplify the 90s games aesthetics as players would remember them with nowadays standards.
  • The most satisfying skeleton destruction sounds in town!

"We're very excited for the 1.0 release of Halls of Torment. It's been an extraordinary journey for us so far, and we're looking forward to seeing the players' reactions to the feature complete version of the game. We've added a lot of late game content for seasoned HoT players, but at the same time we've also improved the experience for newcomers. We think it has become a solid and well-rounded game, and we hope a lot of new players will enjoy it." - The Chasing Carrots team


Main Features and Full Content List


Main Features

  • Old school pre-rendered art style
  • Quest-based meta progression
  • Large selection of diverse abilities, traits, and items, all enabling you to create interesting synergies
  • Diverse bosses featuring unique mechanics and attack patterns
  • Several distinct characters allowing for many different play styles
  • Unlock and explore multiple interesting and challenging underground worlds
  • Unique items can be sent up to the overworld and used to customize future runs
  • Craft magical tinctures to direct fate in your favor
  • Unlock the power of each class and combine them with your chosen character
  • Defeat the Lords of the underworld and explore infinite growth
  • Find rare item variants to further improve your builds
  • Put your strategies to the test in the late game against the unbeatable Shrine of Torment

Full Content List

  • 6 stages with unique environments
  • 11 playable characters & character marks
  • 25 blessings that make you stronger for each run
  • 60 unique items to retrieve and unlock
  • 240 higher rarity item variants
  • 74 abilities and ability upgrades
  • 30 artifacts to customize your game experience
  • 35+ unique bosses
  • 70+ unique monsters
  • 500 quests to complete
  • 1000+ traits that upgrade characters and abilities

NEW FEATURES AND CONTENT ADDED IN VERSION 1.0

  • The last main Stage, The Vault. With a price to pay…
  • In the Vault the time ticks up and you decide how much time you spend in it.
  • Introducing the Shrine of Torment for new challenges.
  • Find artifacts for the Shrine of Torment to modify the game.
  • Shorter game modes, more enemies, traps and additional loot!
  • Rescue the Scriptor from the Frozen Depth for unlimited growth.
  • Character can reach new heights with the 5th tier Traits
  • New uncommon item variants and introducing rare variants exclusive for high difficulty levels.
  • Uncommon variants can now be retrieved and offer even more targeted customization for each run.
  • 16:10 and widescreen support arriving, as well as many other QoL features!


About Chasing Carrots

 
Chasing Carrots is an independent game development studio located in Stuttgart, Germany. Since their founding in 2011, they have been passionate about crafting games that captivate and entertain. They pride themselves on producing nearly every element of our games in-house, ensuring a high level of quality and consistency. Driven by their love for gaming, they focus on innovation, creativity, and delivering player-centric experiences.
Article by: Susan N.
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BAKERU - Nintendo Switch Review

BAKERU by developer Good-Feel Co. and publisher Spike ChunsoftNintendo Switch review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6 minutes 

Are you ready for a wacky and weirdly informative/educational trip through Japan to dispel a not-so-vague evil? Well, you're in luck because today we're taking a look at BAKERU! 


BAKERU tells the tale of a young Tanuki Bakeru, or transforming raccoon-spirit, who ventures across Japan working to stop Oracle Saitama from taking over Japan with his Festival Troops. Along the way, Bakeru will meet allies, explore various locales, get into some fights, and improve his powers of transformation! If you're observant, you may also collect interesting trivia and souvenirs from the locations you visit.

As Bakeru you will travel across Japan in a 3D action adventure style. Gameplay is split into multiple stages, where each stage has the goal of either getting to the end and hitting an "end goal", or defeating a specific enemy to clear the stage. In the case of the "end goals", these are protected, and you must find and destroy at least three festival lanterns in order to break the protective barrier. These are either sitting around somewhere in the stage, protected by enemies, or need coaxing out of the ground with a power attack. There are usually more than three protective festival lanterns per stage, so no need to worry too much if you miss one.

Bakeru has a number of options available at his disposal in order to traverse Japan and defeat the Festival Troops. You can whack enemies with either of the shoulder buttons on the Switch, left button hits left, right hits right, or you can hit both at once for a stronger hit. You can also charge your hits for a power attack. Each individual charge does a different type of attack, while both together charged are an area of effect slam, which will also pull hidden festival lanterns out of the ground. You have a block and dodge, as well as a "perfect" form of both, where activating it just before a hit stuns an enemy or allows you to chain into attacks respectively. You will also acquire different powers of transformation as you progress through the game, such as the ability to shrink to get into small spaces, or a strong hitting form that doesn't last too long.


As you explore around each stage, there are collectables to find in the form of trivia, souvenirs, and friendly tanuki. The tanuki get unlocked later in the game, but the trivia and souvenirs are available from the beginning. Trivia can be earned by talking to a little yellow-coated character, and usually provides you with a piece of trivia related to the area. Sometimes this trivia is about the specific location you're visiting, or maybe it's about something related to a local specialty. The souvenirs come in sets of three and consist of a pennant for the area, and two locale related items. The tanuki on the other hand disguise themselves as objects in the stage, just with a raccoon stamp or tail on them, and shake occasionally. Whack them a few times and they'll join your roaming band as you travel Japan.

Is the game getting too tough for you? Enemies packing a wallop? Not enough health? Want to deal more damage or run faster? Well, lucky you! Throughout each stage there will be a vendor station where you can buy health replenishments, permanent health increase, stage long power and speed increases, as well as consumable items. Obviously these cost cash, but you'll be earning quite a bit throughout your journey. Speaking of cash, it also acts as your "lives" in a stage. Every time you die, whether by falling off an edge into a bottomless pit or losing all your health, you forcibly pay one hundred bucks and come back at the last checkpoint you poked. Death is pretty cheap in BAKERU, both literally and figuratively.


BAKERU is pretty clearly targeting a bit of a younger audience here, both in tone and gameplay. The narrative, gameplay, characters, and even presentation definitely give off a sort of "let's get kids more into this" type of feeling. The game certainly isn't that difficult, especially if you pick up the power/speed upgrades at the start of a level, some of the trivia adults or older players would look at and think"...uh, doesn't everybody know that?", and all the characters have a cartoon-y and friendly feel to them like a Saturday morning cartoon. Now I'd like to be very clear here when I say none of this is a bad thing. Yeah, I'd personally prefer a bit more of a challenge, but that's personal preference rather than developer fault. I certainly really enjoyed playing through the game, even if I didn't have much trouble with any of the stages.

Another piece of good news is that the stage design and music were always in-sync and really gave the stages that extra oomph that you don't always see, which was really nice. Stages are all places in Japan, tailored to something related to that area, such as beach fronts, long skybridges, an "underworld"-esque theme, or rife with orange trees (mikan!). If the goal was "Saturday morning cartoon vibe", the developers certainly nailed it, especially with the wide variety of stage types.


There's a lot to praise about BAKERU: the combat is smooth and not clunky at all, the stages are varied and fun, there are different stage types like races and shooting sections to freshen things up, and the collectables and trivia are really great to keep you invested in exploring the surprisingly lengthy stages. There is extremely little I can really say that's a complaint, other than that I feel like world map movement can feel a little slow. Eventually you get a method to free travel on the world map, while you start going between connected nodes for the first while, and while there is a speed boost to your travel method, it does feel a little slow still. Either way it's rather small potatoes compared to the experience as a whole.

All that being the case, while BAKERU was a wonderful experience, it also doesn't really push the envelope or revolutionize anything that hasn't been done already. Once again, no slight to the title, I really did enjoy it immensely, but by the time I got to the end, I was about ready to conclude my time with BAKERU. It certainly held me all the way to the end, but I doubt I'll be replaying it anytime soon. It's a bit of an area where you're trying to make it accessible to as many as possible, meaning you're a little limited by what you can put in and try. It hits every checkmark on the list to make a good game, but doesn't quite push past that.


BAKERU is at it's heart a very Japan themed action adventure/platformer style title that presents itself well both mechanically and aesthetically. Filled with colourful characters, vibrant and unique stages, really interesting trivia facts, and smooth combat, BAKERU is an absolute gem to play through. Although maybe geared for a younger audience, it's still all-ages fun!

Score: 9 / 10

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This September Experience Shogun Showdown on All PC and Consoles!

THIONVILLE, France – Aug. 27, 2024 - Italian solo developer Roboatino and French publisher Goblinz Publishing are proud to announce the release of Shogun Showdown on Steam, GOG, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X|S this September 5 at a price of 14.99 EUR|USD. Shogun Showdown is an innovative turn-based combat game with rogue-like and deck-building elements set in a pixel-art Japanese-inspired universe. After 14 months on Steam Early Access, the title has garnered more than 2300 reviews on Steam averaging a user score of 96%, players have praised the game’s fair and challenging game design, satisfying mechanics, variety of situations and the beautiful pixel art visuals full of personality.


KEY FEATURES

  • Turn-based combat where every action counts. Carefully position yourself, build up and unleash your attacks at the right time!
  • Upgrade your attack tiles and combo them!
  • Gain new skills and build the best deck you can before facing the Shogun.
  • Rogue-like: death is not the end, but the beginning of your journey towards mastery. As you play, you will unlock new characters, attacks, skills and more!

NEW CONTENT ADDED IN VERSION 1.0

  • New location (Ieyasu's garden) & new boss (Ieyasu the Patient)
  • Day 7: New elite enemy type (Corrupted) and new enemy (Corrupted progeny), True final boss after Shogun fight: the Corrupted Soul
  • Lore: Small cut scenes after you defeat a new Day for the first time (can also be accessed from the main menu: Other -> Endings). Reworked a lot of boss barks and descriptions
  • 7 New Skills (Rogue Retail, Seiryu's Scale, Fenghuangs's Feather, Two-Faced Dancer, Overflow Guard, Chilling Combo, Odd Curse)
  • 6 New Quests
  • 7 New Tiles (Hookblade, Nagiboku, Sharp Turn, Ki Push, Thorns, Back-Smoke Bomb, Chakram)
  • New Hero: Chain Master
  • New "Stats" page in camp Archive


About Roboatino

Mirko, AKA Roboatino, is an indie game developer based in the Netherlands. Currently, he's developing his first game, 'Shogun Showdown', a tactical roguelike. A fan of metroidvanias and roguelikes, he hopes to continue creating games and exploring new genres.

About Goblinz Publishing

Goblinz is an indie game developer and publisher based in France specializing in strategy and management games. The studio’s first title Dungeon Rushers debuted in 2016. Following the game’s successful launch, the studio followed up with Robothorium, released in 2018 and has since worked on numerous other titles such as Legend of Keepers, Terraformers, Hero’s Hour, and more. For more information please visit: https://goblinzstudio.com/
Article by: Susan N.
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High Rise City: Vacation Season DLC - PC (Steam) Review

High Rise City: Vacation Season by developer Fourexo Entertainment and publisher Deck13PC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 7 minutes

High Rise City is an ambitious simulation game that I previewed a little while back. At the time, the city builder had a few issues, some features that would have been a great additions, some unique challenges, and had a lot of promise. With the Vacations DLC, Fourexo Entertainment has added a ton of new buildings as well as a level of complexity to challenge veteran players of the genre. Let's revisit the game and see what has changed and improved and what may tank players while working towards the Vacations content.


Gameplay

It's rare that a city builder will challenge me the way that High Rise City does. Perhaps that's because other games within the genre are easier to manage. It might simply be that other games have more statistical information to determine the pain points of your city. Who knows? But what I can say is that this title has had me riding on some highs and then it will drop me like a rock. In this case, I had a much better time with the game after having figured out where critical information is listed.

Assuming that you have already played the game, then you'd likely know that in the top left of the screen are several buttons that give information to determine the best starting spot. Specifically, you want to make sure that you are close to key nodes like coal, iron, and wooded areas. This is critical because you don't want to be importing tools to build up your city. Once you get past some of the basic pain points, High Rise City becomes a bit easier to manage in the early stages of development. 

That said, as you progress to higher tiers, you will get access to engineers who will demand a lot more from your city. And that is a statement I stand by. In order to compensate, you will need to expand a ton. High Rise City gets to a point where if you aren't strategic about your budget, you will start to financially drop off. However, once you've got the system down and resources aplenty, you will be able to get to the Vacations DLC without too much difficulty.


Before talking about the DLC content, I first want to mention a couple of things about the updates made to the game. For one thing, the terraforming is improved from its previous state. Though, I don't recall why I wasn't a big fan previously, it is now much smoother and easier to use. Another key addition to the game is parking lots. It's amazing how many city builders neglect this one small feature because I think they are important, don't you? Finally, the delivery driving is not awful like it was when I first played. While it could still use some refining, the turning capabilities and penchant for remaining on the road is infinitely better than it was. That said, I still managed to flip the truck over and the game wouldn't let me get back up! It's not a flawless system but you can get some easy upgrades for your buildings by completing a few. And unlike my previous experience with the game, I delivered several goods where before I avoided the feature entirely.

Vacations DLC Content

The vacation seasons DLC adds a ton of new buildings and challenges. There are now hotels with star ratings, a museum, a golf course, a Japanese restaurant, and a coffee shop! Not only did the developers add those, but they added a couple of buildings that stand out from the rest. It's called High Rise City after all, and what kind of game would it be without some gargantuan buildings like the Megatower 1 and Megatower 2? These two sky scrapers are truly a sight to see, but be warned as the buildings need many of the new resources in large quantities. For example, the first Megatower is $20,000 with 1000 Tools, 500 Bricks, 3000 Ferroconcrete, and 1500 glass. Even the new hotels have steep building requirements depending on which ones you go for. 

Once you master the base game, the vacations DLC adds new resources that you will need to produce in order to begin your tourism districts. The ferroconcrete requires coal and iron to make steel. Then you need quartz and limestone. All four need to be found so that ferroconcrete can be produced. To get to 3000 for one of the Megatowers will take a lot of work. Plus, you will need to have a dedicated tour line that they will use to see the best places. Additionally, you don't want to have your tourism district close to your industry because they have specific needs to fulfill. Essentially, the DLC adds a whole new set of challenges that will take time to conquer. 

One of the aspects I absolutely love about High Rise City are the aesthetics. There is an incredible amount of detail in each building and a ton of care that went into the options you are given. For example, hotels have their star rating in sight so there is never any confusion in the player. However, keen observers would be able to tell the rating based on the visual features they have. In the picture to the right, it is easy to tell that the hotel is not an expensive place to stay.  

The Good and the Bad

High Rise City has done some optimization and improved some of the features since release. Notably, it has made the delivery system better. In the original version, the timer was too big, time was too restricted, and it was too clunky. I avoided using the delivery service as much as possible when I first tried the game. With the changes made, the vehicles are manageable to drive, the timer is not as intimidating, and the total mission time is not as strict. Although, there is something to be said for the games' responsiveness when trying to get the vehicle back on its wheels after a terrible turn. 

The music and audio in High Rise City is fantastic. It's just as soothing as several cozy games on the market. I might even argue that the music is better. And that's interesting because I personally find the music to be so good that I actually notice the lack of it once I've exited the game. Perhaps in combination with the difficulty, the music has taken me by the hand and lead me into a wild addiction. It's that good!

With the advent of new buildings to construct and a whole other set of challenges to pursue, there are bound to be issues as well. Even though the delivery aspect of the game has greatly improved, it still has a couple of minor grievances. Although the handling is much cleaner, if you drive too quickly, you will hit a couple of bumps (due to the badly terraformed nature of some locations). Should the vehicle go off road, then you will have a timer to get back on track or else you fail the mission. This is a gripe that can make it difficult to succeed at times. Another small issue I have with the deliveries is the difficulty knowing what the timers end goal is. In the earlier version of the game, you were given a certain amount of time which was clearly marked. Now, the game still has the timer but for certain missions it's more difficult to tell how much you have. That only applies when the timer is counting upwards and not down. I say this because there is still a maximum timer that you won't be able to see. Although, on the left side of the screen, you can see only the elapsed time, not the maximum. So, while the feature is improved, it still has some minor issues. 

The largest gripe I have is the game crashing. This seemed to happen in the sandbox mode when the autosave would begin, and this didn't happen in the story mode. Each time the game saved on its own, the whole thing would hang making me force closing the program. Thankfully, the saves are set to 5 minutes as the default, but it was still strange. The sandbox save does not have a ton of buildings that would cause the game to crash, so I'm not sure if there needs to be other fixes or if my computer was just not having it. Either way, it might be a good idea to pay attention to the graphics settings and to save frequently, just in case. 


Vacation Final Thoughts

The Vacation Seasons DLC is fantastic. Adding more buildings as well as creating more of a challenge for players is a great way to add value to a DLC package. There are multiple new buildings that require players to strategize since the tourists will be looking for a place to spend their hard earned money. To do so, players have to keep them happy by providing new materials. And of course, the tourism location is key in that equation. 

I've spent many hours playing High Rise City and I built up a ton of resources necessary to create an amazing tourist district that would make any city mayor proud. Make no mistake, it will take a ton of materials to have a spectacular tourist destination that will generate tons of money. So, if you like a good challenge from a solid city builder, be sure to pick this one up. And don't forget to grab this DLC, because you won't regret it. In my opinion, the $40 price tag (Canadian) is well worth it. Frankly, I have been awestruck by it, and that doesn't happen often. Not with city builders anyways! 


Score: 9 out of 10

 
Article by: Susan N.



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Caravan SandWitch Launching September 12th on PC, PlayStation 5, and Nintendo Switch!

Montpellier, France - August 22, 2024. | Through their participation at Future Game Show, yesterday Dear Villagers and Studio Plane Toast had the pleasure to announce that their cozy, semi-open world exploration adventure Caravan SandWitch will be launching this September 12 on PC (Steam and Epic Games Store), PS5 and Nintendo Switch platforms. The title sets the player in a Sci-Fi Provence-like world, driven by a mystery through your missing sister that unfolds with each step you take. Players will traverse a rich landscape in their customizable van, interacting with various inhabitants and uncovering the mysteries of Cigalo.


With an emphasis on inclusivity and environmental themes, the life in Caravan SandWitch is simple: no combat, no death, no timer, just you, your van, and the world.

KEY FEATURES 


🚚 Explore a Provence-like World

Equipped with your van and an array of essential tools, you set out on a quest to find your missing sister. Upgrade your van throughout your adventure and explorations to open up new passages and ruins. From navigating treacherous terrain to uncovering ancient ruins, every step of your journey brings you closer to unraveling the truth behind your sister's disappearance.

🥪 An hopeful Post-Apocalypse

From a green planet to a desertic one due to human activities and sur-exploitation; discover on Cigalo the impact of humans and its population through your road trip. Meet the Reinetos, an old aboriginal species, the Robots left behind after the planet exploitation, the humans who stayed after everyone left for another planet, and the mysterious SandWitch. All of them live peacefully in Cigalo and help each other in this unwelcome environment. 

💜 Meet a diverse cast of characters

As you interact with the diverse characters you meet along the way, you'll come to understand that your community is your home. Help everyone and contribute your piece to the edifice, enabling everyone to live in harmony in an environment hostile to all civilizations due to over-exploitation. 

🤝 A Game developed for All

Plane Toast made a huge effort to create a game in which everyone can feel included, representing their vision of a world where communities help each other to overcome the environmental consequences of our world. Caravan SandWitch is written with an inclusive script, that represents a real community with its people and representation. 

💪 Accessibility options are available.



ABOUT PLANE TOAST GAMES


Plane Toast is a remote studio based in Provence, in the South-East of France. It is composed of young talents driven by a passion for creating unique games using innovative methods. The studio prioritizes the well-being of its team and is dedicated to developing uplifting and hopeful games. They are currently working on a brand-new game, Caravan SandWitch.

ABOUT DEAR VILLAGERS

 
Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games. We love pixels, but we believe in people.
Article by: Susan N.
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Borealys Games Presents Trailer for Upcoming Game 'Echoes of Mystralia'!

August 21st, 2024 | Discover Echoes of Mystralia by Borealys Games


Memories await…

Our team, here at Borealys’ Montreal Studio have been working hard to craft a spellbinding experience for you. It’s finally time to show it to you and we are so excited!

Mazarim, an apprentice protector of the Cycle of Memories, must travel the world to close a Rift that threatens to wipe out all Mystralia's memories.

If you missed Future Game Show’s showcase you can rewatch it over here.

Game Highlights

Echoes of Mystralia is a spellcrafting roguelite Action-RPG that puts all the power in your hands. You create your spells. You refine your tactics. You carve your own path.

Core Gameplay Loops

  • Action: Fast-action spell-based combat. Players will create and evolve their own unique spells throughout each run, making the combat experience fresh and exciting every time.
  • Adventure: Interactive map. Instead of progressing through rooms, players will make meaningful choices about where to go, discover secrets, and explore new regions.
  • Progression: Players will develop relationships with characters, unlock permanent skills, and make important decisions about their equipment and starting point for their next adventure in Mystralia.


Wishlist the game on Steam to know when the game releases right when it happens!

Join our community HUB on Discord to follow game development, be part of our private playtests, engage with other players and enter the magical world of Mystralia!

Article by: Susan N.


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Fairy Tail: Dungeons - PC Review

Fairy Tail: Dungeons by developer ginolabo and publisher KodanshaPC review written by Nick with a copy provided by the publisher.

Estimated reading time 4 minutes

Fairy Tail: Dungeons was one of those games that almost completely snuck up on me. A simple presentation and fairly easy to learn gameplay mechanics give way to a surprisingly engaging roguelite with more variety and depth than I was expecting.

The more traditional RPG version of Fairy Tail that came out for PlayStation 4 a few years ago was a bit of a mixed bag for people, but I personally enjoyed it quite a bit and am looking forward to the announced sequel. The visuals and music certainly fit the anime well, but what we see here in Fairy Tail: Dungeons is a much more simplified presentation. That’s not necessarily a problem, as the title is reasonably priced and a good fit as a Steam deckbuilder.

Fairy Tail: Dungeons sees series mainstay Natsu Dragneel tossed into a pretty zany but exposition-heavy introduction that sees him dragged into some strange, otherworldly dungeon. Right off of the bat there’s some name drops for known characters and world references that assume you are at least passingly familiar with the IP, but the story’s not so involved that a lack of familiarity will be a barrier to enjoying the game itself. Part of me thinks that this would work just about as well without having been Fairy Tail themed, but what’s here is still nice for fans of the IP, such as myself.

As a roguelite, you see a lot of the norms of the genre. Randomly generated stages and enemies along branching paths that will almost certainly lead your demise over and over again. If you were a fan of similar titles like Slay the Spire or Monster Train, you have a pretty good idea what to expect here. I will say that despite being a budget title, the pixelated visuals are more interesting than a lot of similar titles in the genre. The music’s good too, but I’ll be honest in admitting that it didn’t ‘feel’ like Fairy Tail to me. 

 

Really though, while the presentation and the story are nice ways to wrap the content up, the meat of Fairy Tail: Dungeons and its ilk are the gameplay. Here, we have a robust number of cards to support the turn-based combat. It then becomes a game of managing action points against the cards in your hand, and balancing offensive abilities against defensive ones. So often in games like this, there’s a fine balance to be struck. You want to play just enough defense that you survive the encounter and the ensuing ones, but often times turtling up like that is not a winning strategy as your enemies have a knack for getting stronger the longer they’re alive. It’s all quite simple on the surface, but combinations and a fair amount of progression make the gameplay loop a rewarding one.

That progress comes in a few different flavors, probably the most interesting of which is unlocking new characters. These new archetypes provide new strategies that keep the formula feeling fresh, despite dying and replaying the same stages over and over again. These new powers and decks really do change the tactics you’ll use quite a bit, and while the presentation itself is a high pixelated one, I have to say there’s a bit of flavor to the cards and animations that help elevate the gameplay a bit. 


 

This kind of strategic die, learn and improve is the tactics version of Soulslike games, and the genre has become a favorite of mine. Fairy Tail: Dungeons is one of the better examples of this style of game, wrapped up in a bit of extra anime packaging. If there is a quibble to be had here, it’s that the game is a relatively short one, as I was able to wrap it up in about a half dozen or so hours. The release price point is certainly a reasonable one too, and I enjoyed tinkering with the various ways to play that I kept coming back for more anyways. Fans of this genre will absolutely want to pick Fairy Tail: Dungeons, while fans of the anime will likely still be interested, but I feel like this is a deckbuilding roguelite first, and a Fairy Tail game second. 


Score: 8 / 10

 

 

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