• WWE 2K25 – Xbox Series X Review

    To be frank: this is what you hope to see in an annually released game. More features and improvements across the board combine to make it better than ever. WWE 2K25 is exactly that – bigger and better than ever.

  • Tomb Raider IV-VI Remastered - PC Review

    The year was 1996 when I first heard about Tomb Raider. I didn't have a Playstation, nor was I any sort of adept at using those controllers. However I did enjoy watching my friend play them on his PS...

  • Microtopia - PC Review

    Microtopia is a neat game where players grow a new kind of colony, the kind that is run by robotic ants. Now if an automation game where you get to control robotic ants isn't an interesting one, you've been living under a rock.

  • Maliki: Poison of the Past - PC Preview

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  • Ever 17: The Out of Infinity - Nintendo Switch Review

    I've got a good one for ya! An awkward teen, an amnesiac kid, a grumpy Lolita, a bratty child (not really), a hacker, an oblivious employee and an AI walk into an underwater bio-dome---

  • ZPF - PC Preview

    ZPF is a new shoot-'em-up game that looks, sounds and plays like a Sega Genesis game. The demo I played was short with three levels and three different heroes (ships) each with their own play style.

  • Warriors: Abyss - PS5 Review

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  • Sea Power: Naval Combat in the Missile Age - PC Preview

    Placing you in command of either NATO or Warsaw Pact nations, Sea Power is an incredibly detailed simulation of modern naval combat and will test you every step of the way.

Experience Retro 90s FPS Mullet Madjack on Gamepass and Microsoft Store!

Porto Alegre – March 4, 2025 – Retro FPS enthusiasts and fans of classic anime rejoice! Mullet MadJack, the Brazilian hit from developer Hammer95 Studios and publisher Epopeia Games, will be available worldwide via Game Pass and purchasable on the Microsoft Store this March 13 at the price of 19.99 USD.


Mullet MadJack immerses players in an engaging gaming experience, transporting them to a world full of excitement. With a unique fusion of elements influenced by classic 90s FPS games, strategy, and intense action, this game promises to keep players entertained for hours on end. It's no surprise that it has surpassed the 120.000 copies sold mark, demonstrating that boomer shooter fans really loved the title.


ONE POLICE OFFICER WITH A MULLET, AGAINST A HORDE OF BILLIONAIRE ROBOTS! 


In an exciting journey inspired by classic anime, you will be immersed in the cyberpunk world of Mullet MadJack, set in the 90’s... 2090s to be precise. Your mission is to rescue the world's most famous influencer from the clutches of a dangerous criminal organization comprised of powerful billionaire robots. 

In the future, vigilantes are addicted to dopamine, and to get their fix, you'll have to overcome deadly challenges in each skyscraper, floor by floor, all in pursuit of securing your own dopamine hit. Get ready to face each level and claim your dose of adrenaline. 

As you progress through the building's floors, a crowd hungry for action follows your every move through live streaming broadcasts. This public exposure creates additional tension, increasing the pressure on you and the need to achieve increasingly more impressive feats. Your battle is not only for the liberation of the kidnapped influencer, but also for the preservation of your own reputation and the entertainment of those who are watching. 

Get ready for a journey filled with dangers, thrilling challenges, and the aesthetics of the golden age of anime.

"We love the golden age of Japanese anime from the 80s and 90s, and we want to pay tribute to that magical era with this game." says Alessandro Martinello, Game Director.

What makes Mullet MadJack Unique?

  • Exciting and dynamic combat: Race against time and infiltrate a building alone, overcoming each floor until you reach your objective.
  • Campaign mode: Clear floors filled with robots, and in crucial moments, execute ultraviolent finishes on your enemies to survive.
  • Survival mode: Utilize your skills in an endless mode and outdo your friends.
  • Unique visual and art style: The contrasting colors between black and vibrant neon evoke the aesthetics of violent and adult anime from the era of VHS tapes.
  • Engaging narrative: Set in an Old School cyberpunk world full of robots, the aesthetics of 90s anime merge with an action-packed environment.
  • Nostalgic soundtrack: Inspired by the synthwave genre, the soundtrack sets the tone and urban atmosphere of the game.
  • Evolve your character: Enhance your character with smart choices so that you can reach the top floor in the best possible time or you'll have to try again, all in the best Rogue-Lite style. But remember that each upgrade will affect how the game is played. 

ABOUT MULLET MADJACK

Mullet MadJack is a highly fast-paced first-person action-adventure game designed for single-player. It draws inspiration from the Badass Old-School classic anime of the 80s and 90s, featuring a retro aesthetic and immersive gameplay that transports players back to the nostalgic era.

The game features vibrant colors, memorable characters, and a unique story, providing an authentic experience for both gaming enthusiasts and anime fans alike.

ABOUT HAMMER95 STUDIOS

Hammer95 is a collective of 3 devs who love the aesthetic of old anime and aim to bring back that nostalgia!

For more information, please follow our social media profiles:

ABOUT EPOPEIA GAMES

Epopeia Games is responsible for other games that have already been nominated for several awards, but now promises to innovate in terms of the farm game theme with its new release. Gaucho and the Grassland, which has already been awarded in the category: BEST REGIONAL ASSOCIATION GAME PITCH at the Big Festival 2022 in São Paulo, has a final release date planned for 2025, but in the future it will be released on other consoles such as Xbox, Nintendo Switch and Playstation 4/5.
Article by: Susan N.
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ZPF - PC Preview

ZPF by developer ZPF Team and publisher Mega Cat StudiosPC preview written by Jim with a copy provided by the publisher.

Estimated Ready Time: 3 minutes


ZPF is a new shoot-'em-up game that looks, sounds and plays like a Sega Genesis game. The demo I played was short with three levels and three different heroes (ships) each with their own play style. 

First up is Knight, a ship that looks like a Knight and shoots swords in a straight line. Each Ship has its own melee attack that is just a short-range attack. Knight's is an attack that shoots out straight and doesn't go very far, but seems to do a decent amount of damage if you want to get close enough to use it. Like most shooters like these, you also get bombs that damage everything on screen, but these all look the same no matter who you play as. Next is Gladius, my favorite out of the three. It looks a little like a motorcycle without wheels and can fly. It shoots in different directions making it easy to hit every enemy that pops on screen, although they seem to do less damage than Knight's attacks (this could just be though). Its melee attack makes a circle appear around the ship and goes around once and disappears. I found it to not be very helpful in a fight. Lastly is Gold. Gold shoots a laser straight and its melee attack is a few balls coming out in front of you to hit anything in short range of you. 

Each ship is shaped differently. The smaller ones are more easy to dodge incoming bullets while Knight, the biggest, seems to do the most damage out of the three. There are three levels in the demo I played. The first one being a fantasy level called Magical Journey. The level is very woodsy with enemies looking more fantasy-based, although they still have a bit of sci-fi to the enemy design. Next is Megalopolis 20XX, a city level in the near future with tanks and helicopters as enemies. Lastly is a sci-fi level called Space Infestation with alien creatures in space. It was definitely the weirdest-looking level in the game. 

I was able to beat Magical Journey pretty easily, but the the other two levels I had to raise how many lives I got in the options menu. At the start of each level is a shop as the demo ends after every level. I wasn't really sure how these worked. In the full game will I get to buy stuff like 1ups after every level? I could raise the number of “medals” I get in the options menu so I could buy things. If I had to guess this will be something in the full game. 

One neat thing about the shops is each level has its own shopkeeper, so each one looks different, a neat little detail. There are of course power-ups you can get on levels that make your shots do more damage and 'secrets' that at the end of the level the game tells you the percentage you found. Though I found some I never really knew what it was I found. You can tell just by looking on the Steam page that the developers are going for a Sega Genesis look, sound, and feel and after playing the demo I must say they did a really good job of capturing the feel. The music and sound effects especially. 

My time with ZPF was short. I was able to see just about everything in the demo in an hour. It did leave me wanting to see what the other levels will be and what setting they will take place in? Time will tell.

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WWE 2K25 – Xbox Series X Review

WWE 2K25 by developer Visual Concepts and publisher 2K GamesMicrosoft Xbox Series X review written by Nick with a copy provided by the publisher.

Estimated reading time: 7 minutes


To be frank: this is what you hope to see in an annually released game. More features and improvements across the board combine to make it better than ever. WWE 2K25 is exactly that – bigger and better than ever.

Bigger really stands out right off of the bat. There’s numerous modes to choose from – including a new one called The Island. Much more to talk about there in a bit, but it’s also worth calling out that the roster is absolutely massive with wrestlers both past and present in the mix. There’s so much variety in the different types of wrestlers that the roster alone could keep someone busy just figuring out what styles appeal to them the most. 

Then we move into the menu’s many modes of mayhem (try saying that ten times fast). There’s the traditional quick play where you just go in and fire up a quick match with the wrestlers and rules of your choice. It’s a great way to try some different types of wrestlers out before sinking time into creating your own wrestlers. You’ll eventually be doing just that though, as you create a wrestler for the MyRise and The Island modes. MyRise is what it has been for years now, a story-driven mode with some RPG elements like progression and choices to make through either a male or female wrestler’s story as you seek to become the face of a new era in WWE. All of the usual hijinks and betrayals are here and it’s brought together quite well between the overall presentation, especially the audio.

Now, the Island is another thing altogether – and frankly one that is likely to be a bit controversial. Years ago, I remarked that I was surprised WWE hadn’t yet created the kind of experience NBA 2K had, where they blended a story line with online play. Why? Well, my thinking was twofold. First, MyCareer in NBA 2K is by far the game’s most popular mode. It boasts a new story each year where players can compete with one another or stick to just single player content while incrementally improving their custom player. The second reason I figured a mode like this would eventually come along comes down to VC (Virtual Currency). It’s the microtransaction currency used by 2K, and it presumably makes the company a ton of money over and above the base game sales. In the past, WWE only had one use for VC – buying packs of cards in MyFaction. MyFaction is a mode that combines elements of card collecting and improving your roster through these wrestlers you collect.

To be honest? This is probably my least favorite WWE mode. It is an okay diversion, but I enjoy this mode far more in the NBA 2K games. Still, it’s a long-running mode that will likely stick around in the WWE series indefinitely because I’m sure they make money off of the VC bought and used in it. Now there’s a use for it in The Island. Like NBA 2K, in WWE 2K25 you can use VC to level up your character’s abilities. You can earn more VC by playing the game in this mode as well, so it doesn’t all have to be purchased. Time will tell what the grind / improvement curve looks like. Being a new mode, there’s likely to be some imbalance there.

So, what is The Island actually like to play? Well, if you can get past the slightly grimy-feeling microtransaction part of it? I had fun with it. There’s a new story separate of MyArise that basically puts you and everyone on this Island of Relevancy to try and earn the good graces of Roman Reigns. It’s a silly premise, but does the job and sets the stage. The things that work? The Island is pretty vibrant-looking, I appreciate a second story – even if it doesn’t feel as fleshed out as MyArise. There’s lots of quest-like objectives, and many of them are actually quite fun to try and complete. The progression elements like improving stats and badges are an effective carrot to dangle.

What maybe doesn’t work quite as well? Well, the first is how expensive VC is, especially when buying cosmetics for your wrestler. There’s no map, which feels like a bit of an oversight as I got so used to using it in NBA 2K. Luckily The Island is not too large and unwieldy, the layout is logical and it isn’t too hard to get the hang of where thigs are. One guardrail missing that’s in NBA 2K is that you can dump all the VC you want into your character right out of the gates. I saw several people running around at a 100 overall on day one. In NBA 2K, there’s a system that unlocks the next stage in a rising cap as you play. That limits how fast you can upgrade your player that’s lacking here in WWE 2K25. 

I spent a lot of time in both The Island and MyArise modes, and it wouldn’t surprise me if they somehow became blended together in the future the way MyCareer has in NBA 2K. Universe mode is basically a giant sandbox mode. It’s fun to fool around with, but the lack of structured objectives doesn’t make it where I tend to spend my time. I will say that MyGM mode is looking better than it has in over a decade. It took some time off, came back a few years ago, and of all the returning modes, MyGM has received the most love it seems. It’s a season long campaign broken up over a couple of dozen weeks where you take a brand and create a stable of wrestlers to compete against one another. At its core, it’s a simulation mode that you can go hands-on with during matches if you’d like. Add to it that your created superstars can participate too, and there’s a lot of fun to be had here.

Lastly, there’s the Showcase mode. Usually this mode follows a specific wrestler through some of the biggest fights of their career, interspersed with interviews and live footage from their actual matches. In WWE 2K25, the focus is spread out a bit and follows The Bloodline, which is in-line with all of the Roman Reigns in the presentation. It feels a little less forced / scripted in trying to make you authentically recreate the matches of old (and there’s a sort of ‘what if this happened?’ mode as well that’s made up of imaginary scenarios), which is appreciated. I always liked this mode, but often felt like the objectives were a bit too restrictive at times. They made sense, but still had me frustrated. There was less of that this time around. The mode does feel a bit more accessible, though a few of the imposed time limits do seem a little harsh. Completing these scenarios however, is a lot of fun. You get some cool looks at WWE’s past and generally some good unlockable rewards too.

None of this would matter much if the in-ring action didn’t hold up its end of the bargain, but the good news is that WWE 2K25 delivers here as well. I mentioned earlier that the presentation was fantastic, and it really is. Authentic commentary, fluid animations and a variety of distinctive playstyles depending on your wrestler of choice and opponent make every match feel like an event. Thankfully the combat aspect has been solid for years and this year’s is more minor polish and tweaks. Controls are responsive, you can tweak numerous single-player settings to make the gameplay a bit more attuned to your preferences. I really appreciated how much different a massive, hulking tank of a wrestler played versus a quick, agile high-flying sort. One tweak is the return of ‘chain wrestling’, which is like a minigame within the match that just adds a layer to the already existing action.

Simply put, WWE 2K25 is the best wrestling game on the market. The developers manage to make smart improvements to existing modes, roll out an entirely new mode and continue to make the action in the ring look and feel authentic. While the whiff of increased microtransactions is going to bother some, I do appreciate that the series isn’t resting on its laurels and gave us a game that continues to justify its annual release.

 

Score: 8.5 / 10

 

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Play the Star Overdrive Demo Ahead of April 10th Launch Date Available Now!

Montpellier, France – February 27, 2025 | Italian Independent developer Caracal Games and publisher Dear Villagers are proud to announce that the demo for their eagerly anticipated indie sci-fi open-world action-adventure, Star Overdrive, is available now on Nintendo Switch.


Players will have the opportunity to discover the first hour of content in Star Overdrive, during which they will get a glimpse of the story and be challenged by puzzles and combat while free-riding on their hoverboard in the tutorial zone of a vast alien world.

Players can already pre-purchase the game to enjoy pre-order only content at launch, on April 10th, 2025, as well as a 10% discount, the full price of the game will be $34,99, and the Deluxe Edition at $39,99 which includes 3 styles, 1 design and 50 dyes for the Hoverboard, as well as the digital Original Soundtrack and the digital Manga written and drawn by the Caracal Games team, narrating a prequel story to the Star Overdrive main story.

KEY FEATURES

  • Hoverboard Navigation and Racing: Speed through vast landscapes, perform incredible tricks, and gain the edge in intense combat.
  • Emergent Physics-Based Gameplay:Unleash and combine powers to battle enemies, bend the laws of physics, and solve intricate puzzles.
  • Mysterious and Diverse Alien World:Journey through four uniquely distinct biomes, each brimming with challenges and secrets to uncover.
  • Epic Battles Against Creatures of All Sizes:Engage with unique creatures, from small-scale rivals to towering bosses, each requiring strategy and skill to overcome.

Follow Star Overdrive on social media:


Follow Caracal Games on social media:



About Caracal Games

Caracal Games is an independent game development studio based in Rome, Italy, recognized for its dedication to crafting unique and engaging experiences. The studio began as a small three-person team and steadily grew to a family of ten through the development of titles like Downward in 2017 and OkunoKA in 2018, which laid the foundation for future projects. In 2023, they continued to push boundaries with 2021: Moon Escape, bringing a fresh perspective to retro gaming. The team also collaborates with major publishers, optimizing and porting titles such as Martha is Dead and Blanc for the Nintendo Switch. Awarded the IVGA Best Italian Indie Studio in 2017, Caracal continues to evolve, driven by seasoned developers from both AA and AAA backgrounds.

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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Wishlists - Gaming Thoughts

Wishlists from all gaming platforms—Gaming Thoughts article written by Valerie

Estimated reading time: 3 minutes


Hello Everyone! This is Valerie again speaking out from her desk in the back at Chalgyr's Game Room.

I just got wind of a game that I thought Chalgyr's had reviewed, but only found this article of it in Jaggy's Corner here back in 2020.

The game in question is Maple Story 2. Just today I saw a posting about it on the Delisted Games website which brought a tear to my eye and a big thought about wishlists.

My wishlist across five platforms is long, but I bet it isn't as long as everyone else who stops by, *waves hello!* I have such a variety of games minus the genres I am either not fond of, or like but can't play because they are console only. Man, I wish sometimes that I can play using those controllers, but I fear I royally suck and die so much that I won't wish to ever play that particular game again.

One of the great things about wishlists is it saves my kids from hunting in stores for gifts for me. It's fast, quick, and easy to choose one of the many games and for them to know that it's both something I want and something I'll enjoy! Well, hoping I'll enjoy as there are a couple that I haven't played that type before that I might not like, but, at least I will have tried that genre out.


I mostly stick to base building games (like Satisfactory, Stationeers, Eden Crafters, Planet Crafter, etc), strategy (like Starcraft 1 & 2), MMOs, RPGs, puzzle games, story-driven games, old favorites, flight sims, mahjjong games, and what I classify as 'Misc.'

And now for the thing I hate about wishlists which prompted this article in the first place: delisting of games. I know they don't last forever, but most times when I go through my wishlist and see a black image with the 'removed' beside it, it makes me sad. Nine times out of ten it's because I can't remember the name of the game I had wishlisted in the first place, unless I miraculously had taken a screenie of my list! Last time I did that was two years ago. *Sad face*

So, in my hunt to figure out what games I had wishlisted I went to that Delisted Games website to try to find what was 'removed'. Any chance we can roll back time to when I clicked that magic 'wishlist' button to see what I added? ROFL! Not a chance! Was I hoping that there would be a 'Sort by' filter on that site? Yes! Is there? Yes. Did I find the games? No. *sad face again*


The months on the site don't go very far back. I only could see games on their calendar back to December 2024. Also, website hosting space is at a premium these days, much like a lot of things. So, it's understandable that I won't see them until I check through alphabetically to see if that jogs my memory.

Well, until I find the games, give up, or miraculously they appear on one of the other platforms I subscribe to, I'll just have to be patient and scroll on through!

As peeps here like to say, "Until next time!" 

Therefore, I bid you adieu and Game ON! 


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River Towns Releasing March 24th on Steam!

Zurich, Switzerland - February 24, 2025 – Stray Fawn Publishing and Metaroot have announced that River Towns, developed by Frogsong Studios, will be released on Steam on the 24th of March. Solve puzzles by placing buildings and creating vibrant cities. Each district has its own style and shapes, making every level a new challenge. Help to restore and rebuild our River Towns.


In River Towns, you place differently shaped buildings and make them fit into a limited area. Combine unique districts into a vibrant living city and help restore our River Towns. Each of the three districts has its own set of shapes which are shuffled randomly. This makes every game you play a new and unique puzzle to solve. The different district's unique and vibrant architecture combines into beautiful little towns along the river. As the town grows, more townspeople move in and bring life back into this old and broken world.

Temples and monoliths as well as more familiar ports float in the skies, changing the game rules in parts of the map. Disadvantage your enemies and boost your abilities with careful positioning.



About Frogsong Studios

Frogsong Studios, is a small indie studio based in Malmö, Sweden. Since 2014 they have been developing and self-published their own games while making bread through consultant work. They have worked as consultants on various game titles like Goat Simulator, Satisfactory, Little Nightmares 1 & 2, The Stretchers, Stickfight: The Game and more.

About Stray Fawn Publishing

A small publishing team based in Zurich, Switzerland focused on publishing strategy and simulation games such as "The Wandering Village", "Flotsam" and "Dungeon Clawler".

About Metaroot

Metaroot is a small publisher and marketing agency based in Zurich, Switzerland. Metaroot has published the nature simulation city builder "Of Life and Land" and the steampunk autoshooter "Airships: Lost Flotilla".
Article by: Susan N.
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Tomb Raider IV-VI Remastered - PC Review

Tomb Raider IV-VI Remastered by developer Crystal Dynamics and publisher Aspyr—PC (Steam) review written by Valerie with a copy provided by the publisher.

Estimated reading time: 3 minutes



The year was 1996 when I first heard about Tomb Raider. I didn't have a Playstation, nor was I any sort of adept at using those controllers. However I did enjoy watching my friend play them on his PS and I was thoroughly entranced! Lara Croft is a fictional British archeologist who searches for lost artifacts. The Tomb Raider, as Lara is called, goes exploring tombs and ruins, solves puzzles, navigates hostile environments that are filled with traps, and fights enemies along the way while hunting artifacts. Now this was definitely my kind of game!

When I finally bought one of them on Steam years later, I still find the game as fun as it was when all I did was watch my friend play it. I had even gone to the movies and I have definitely read some of the comics, but none of that compares to actually playing the games themselves. The games are where the story began and continues on with the latest release: Tomb Raider Reloaded (2023) for mobile.


This past while I got my wish to play the remastered versions of Tomb Raider IV, V, and VI! I definitely love what they've done for the graphics as my old computer's graphics card wasn't up to snuff to render the original versions way back when. That and it still takes me quite a bit to master the keyboard and mouse moves to play!

So, Tomb Raider IV-VI Remastered from Crystal Dynamics and Aspyr is a three-game collection that features Tomb Raider: The Last Revelation, Tomb Raider: Chronicles, and Tomb Raider: The Angel of Darkness. They boast improved visuals, modern control options, Photo Mode, trophies and achievements, and a lot more to augment your gameplay. 


In playing the game I still love the puzzles to solve, however my many dunks in the drink made for a challenging time to continue on. I finally figured that out by finding the 'closest' ledge to pull myself up out of the water in Tomb Raider: The Last Revelation. However, I am still having a hard time progressing in Chronicles. I want to get to any of the puzzles and I am constantly distracted by the instructions on how to get from floor to ledge, or ledge to ledge.

I tried out the Photo mode in Chronicles and found some nice settings for lining up a good photo, but, that's about it. Is there another purpose for this feature? I don't know.

I was definitely surprised that Angel of Darkness didn't crash as it did that so often in the original that I never finished that one. Suffice to say I am on the road to completion in this version, however I reiterate that the controls seem to get the best of me even with the Modern version setting.


The games are still the same, though, and with the little changes it is still a fun time to play. I wish this remaster had an extra room or two with relics or even extra weapons and another additional puzzle to solve. Also, to have Lara's dashing abilities to be smoother. I still fight with keeping in mind the key combinations to make Lara dash, roll, and hang from ledges. Well, I can still say I am adept at finding those med packs!

So, if you want a good time in the tombs and ruins searching for relics and artifacts with smoother graphics, then Tomb Raider IV - VI Remastered has you covered.

Score: 6 / 10 



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Microtopia - PC Review

Microtopia by developer Cordyceps Collective and publisher Goblinz Publishing and Gamera Games—PC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 8.5 minutes

Microtopia is a neat game where players grow a new kind of colony, the kind that is run by robotic ants. Now if an automation game where you get to control robotic ants isn't an interesting one, you've been living under a rock. Your job is to automate the building, gathering, or smelting of materials to create an epic supply chain and rule this ant world. There's just one draw back, you have to do all this knowing that your ants have a short lifespan. 

I shall talk a bit about this interesting game with my thoughts on both the good and the bad points to paint a picture of this particular civilization.


Gameplay


The first action you take is to place your robot queen ant. She will spawn larvii that turn into cute little small ants that hold the weight of the colony on their shoulders. Right off the bat, you have four worker ants that don't die (at least, from my experience that is true). These ants have to collect some resources before you can do anything significant. Naturally, that means you will have to gather enough resources to build a warehouse and an incubator. The warehouse will hold the shiny supplies you collect while the incubator zaps the larvii into small worker ants. Those worker ants will comprise the bulk of your colony as they are the ones responsible for collecting and crafting the materials needed to expand.

Each unit type has a limited life span (with exception of the original four worker ants), meaning that you must continually feed the queen in order to produce more larvii. If the ants don't feed the queen, she can no longer produce larvii to keep the colony thriving. Another thing to note about the queen is during the beginning stages of gameplay, you can only have one. She cannot move on her own either, although you can manually move the ants and the buildings whenever you like. 

As you progress through the game, you will be able to research new technology and expand onto new islands. With respect to the new technology, it has to be researched in the tree by using points collected by an inventor ant. The inventor ant is made in the combiner which merges them into a larger ant. It is unique in that you have to feed it until their bubble is full enough to burst. Literally. Once you manually click on this large blue bubble, you will receive research points and the inventor ant dies. 


Once you unlock enough technology in the tree, the game becomes more complex. It is not uncommon to redo your entire base because of new pathways or buildings that may be larger than the area you have. It also makes the game a bit frustrating as you may find yourself shuffling your whole production line repeatedly. When you combine that with the unique way of gathering research points as well as the life span of your ants, the game can get messy. 

Tech Tree

Let's talk about the tech tree for a few moments. I saw that the tech tree is quite vast, and it has it's downsides. When you begin the game, there are limited paths you can draw for your ants to travel. As you continue through the tutorial, you will gain access to cutting paths and gathering paths, both of which you have to be mindful of their usage and placement. After that, you will gain access to logic gates to how many ants can go to another line so that you don't lose production or collection in another area. You will even get to unlock splitter lines and 'null' lines. Naturally, the splitter lines are self-explanatory, and the null lines are used for allowing ants to take that path if they don't have resources in their hands.

The tech tree allows you to unlock fabric, iron plate tiles, the ability to unlock copper, and even the skill to morph an ant into a flying variant! On the surface, the tech tree is decent enough to progress through the game while still providing a challenge. Although, I do have some gripes about the tech tree which I will get into later in the review. 


Graphics and UI

Microtopia is quite cute for a colony builder. It has a unique visual aesthetic that drew me to the game in the first place - that and my love of ants. Believe it or not. Anyways, I couldn't help but chuckle when I began my ant colony because they literally have IC's (Integrated Circuit) for heads! What an interesting idea! Anyways, the game has a vibrant color palette that certainly fits well with the various machines and objects used by the ants. 

When you start discovering new islands to explore, you will find that they have different color palettes because they are different biomes with different materials. How these biomes are found is none other than the radio tower you have to build which establishes a connection with other ant colonies. On the one closest to my starting island, I have access to copper among other materials. So visually, Microtopia is rather pleasing because it has unique plant life and a different take on a colony builder. 

The UI is alright, but it has some shortfalls. While it is clean and doesn't bog players down with too many windows or information about the colony, I have some gripes. For one thing, manually clicking on an ant to move it to another place requires you to click a path all the way to the required destination (if it isn't on a path). Many games allow you to click on a unit and then click an end point to get it to the desired location. This is not the case in Microtopia. You have to click individual points around the obstacles to get them to its intended destination. Now, the problem with this is if you are looking to move multiple ants, you might not be able to because there is a building blocking the path. In the early game stages, this isn't as much of an issue as it can be in the later part of the game.


Another aspect of the UI that I dislike is the lack of ability to see where ants are - or more importantly if an ant ended up somewhere without a path to follow so it is sitting idly. To add onto the shortcomings here is the fact that depending on the object, you cannot manually move it. Most materials that are used in the construction of items can be picked up by ants. What I discovered that can't be picked up are rogue larvii that end up on the ground instead of in the incubator. What's more annoying is the inability to kill it or have it die over time. And on the subject of dying ants, I would love to have the ability to remove them off the field instead of waiting for a dead ant to despawn.

That said, we are given enough information about how many ants are on the map as well as what type they are. Also, there is another tab that displays your total inventory levels, which is particularly useful as you need parts to build machines. Another positive point about the UI is the ability to track tech tree objectives and you are able to minimize each progression step as needed. In summary, the UI is decent, although imperfect, for the player to see their colony at a glance.    

The Good and the Bad

Microtopia is a game that has an interesting take on the standard colony builder. Often the genre is filled with titles that have similar aspects even if they take place in different time periods. The basic food production is similar, building shelter for your citizens is paramount, and recruiting new people to your expansion efforts is often the lynchpin. However, Microtopia tosses a few things out the window in favor of a different method to colony building. There is no food production, there are only fruit bearing plants that certain ants consume. Although, most of your ants don't need to eat! Heck, they don't even need oiling from what I can tell... *heh*

As you have robotic ants as your citizens, you will discover that these ants also do not require shelter from the elements. The only purpose for building your colony is collection and expansion. Who cares about all the other stuff, right? And recruiting more ants is as easy as feeding the queen so that she can produce larvii. 


When you account for the fact that the graphics are vibrant and cute, Microtopia starts off on the right foot. It allows you to start your colony on the island in whatever location you wish. The game also gives you a sizeable tech tree to work your way through and even if you cannot reach some of the technology, you can see what a node will unlock because it is listed!

Though, no game is perfect, and this one is no exception. Among the negative points about the game are needing to rearrange your workers and buildings frequently. This could be because of a lack of understanding about the different paths or simply not having access to the right types of paths until much later in the game. I found it to be prohibitive that I could not simply create an inventor path, as an example. Also, the scrap piles may seem like they have a lot of materials in them, but you will have to move your paths to hit new piles a bit more frequently than I like.

Another big thing that frustrated me was the tech tree. For one thing, while you can see what you are working towards, you cannot see the prerequisite lines to the next bit of technology. At least, you cannot see those lines easily because they fade in and out quickly, and they are rather soft in color. What's even more frustrating is having to wait on a seemingly invisible milestone to unlock the tech you want. I spent a good amount of time waiting to see how much something would cost but that never became visible to me. 


While we are talking about the time restrictions, the biggest detriment to the game right now is the early game is mostly a waiting game. While you could make an argument that you have to constantly watch for when resources run low, it's just not enough to stay invested. Although, Microtopia tries to mitigate this fact by forcing you to micromanage your colony as you deplete resources. Generally speaking, colony builders share a few elements, but the biggest one of them all is the ability to speed up time. A feature which this game does not have. For a game that relies on automation and logic gates, it lacks clarity and features for me to play it consistently. 

Final Thoughts

As much as I enjoy the concept of this unique departure from the average colony builder, Microtopia doesn't quite do enough to keep me interested. It has robot ants that have relatively short lifespans, interesting concepts, and a sprawling tech tree. It just became tiresome too quickly for me to add it to my regular games list. Although, I will say that the game isn't bad per se, it simply lacks needed features and some reason to replay it beyond a couple of sessions. For one thing, the game doesn't have a tutorial skip or sandbox mode which might entice people to play it more frequently. It also isn't clear on the time passage or the milestone requirements to advance in the tech tree. And the help feature does not add to the information it already tells you from the first time you are introduced to a new material or building or pathway.

With all of that said, I really wanted to love playing with these fascinating ants, but there are enough small issues and lacking elements that made me lose interest rather quickly. But, even with my lack of interest in the title over time, the game is decent enough and it has a good number of positive reviews on Steam. Take that for what you will. I hope that a time skip and a tutorial skip can be implemented later on, and that there is a bit more work done with respect to progression.

Score: 8 out of 10

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Hex Blast by Husband and Wife Development Team Releasing Later This Year!

Los Angeles, California - Husband-and-wife indie development team Soy Boy Games is delighted to announce its newest game, Hex Blast. Obliterate cyber threats to cyber smithereens in the upcoming turn-based roguelike deckbuilder, coming to PC via Steam in 2025.


Enter the metaphoric mainframe as the last line of defense against cyber attacks. Build a powerful deck of hex-based cards and take it to the grid to eliminate relentless waves of cyber invaders. Craft combos and get strategic with status effects including frost, earthquake, and poison to send these digital dangers packing.

Clearing out the grid won’t be easy, though, as threats including adware, trojan horses, and more can multiply rapidly and attack with unique patterns of their own, and in numbers these hordes can quickly take you down. If you succeed at fighting them off, you’ll be rewarded with gems which can be used to upgrade cards, or add and remove them from your deck, allowing multiple possibilities and endless replayability. 

Key Features of Hex Blast

  • Wave After Wave: In horde survival gameplay, waves of cyber enemies will move across the dynamic hex-based grid to attack. 
  • Status and Strategies: Enemies are smart and move in strategic formations but you can attack smarter, using status effects such as earthquakes, poison, and frost to literally freeze threats in their tracks. 
  • Gems Galore: Gather gems in each roguelike run in order to improve the hand and unleash even more deckbuilt devastation. 

Hex Blast will be released on PC via Steam in 2025. Playtesting will begin on Steam soon, and an alpha demo can be downloaded now via itch.io

For more information on Soy Boy Games, follow the developer on X (Twitter), Bluesky, and join the official Discord.


About Soy Boy Games

Soy Boy Games was founded by the husband-and-wife team of George Chiu and Vivian Minh to find a fresher way to game. Soy Boy Games aims to take a quirkier path to players. The studio’s previous games include 2D platformer Kungfu Cowboy and wild west shooter Cowboy 3030.
Article by: Susan N.
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Space Engineers 2 - PC Preview

Space Engineers 2 by developer and publisher KeenSoftware HousePC (Steam)  preview written by Hayden T. with a copy provided by the publisher.

Estimated reading time: 8 minutes


Keen Software House (Keen) has recently launched Space Engineers 2 (SE2) into early access with a polished communication campaign featuring YouTube influencer previews, snappy teasers and a road map using the ‘vertical slice’ concept to show the intended path between initial early access availability and final release. As with any early access title, and especially with a sequel, potential players need to answer a few key questions:

  • Is this game likely to make it to release, or at least a playable state?
  • What state is it in right now at early-access launch?
  • As a sequel, will it break enough new ground to make it worth buying?
  • What can I expect from it as it finishes development?

Is Space Engineers 2 likely to make it to release, or at least a playable state?

The ever-hopeful optimist in me always wants to simply answer ‘yes’ to this question and move on, but this is a question that deserves a serious response. Keen is not a new entrant in the field, and has been operating since 2010.  Space Engineers 2 will be the fourth title the company has produced, and the studio that started with ten people now employs well over 50 staff spread across every continent except the Antarctic.  Accordingly, lets take a look at Keen’s release history and the timeline that products have taken:

 Miner Wars (Miner Wars 2081 / Miner Wars Arena)

Engine: VRAGE

Available pre-alpha October 2010

Steam Greenlight approval October 2012

Full Release November 2012

Always-online requirement for singleplayer removed January 2013

Source code released publicly for modding March 2013. (Asset rights and ownership retained by Keen Software house).

Reception: mixed reviews, 3/10 to 77%.

               First access to release: 2 years

 Space Engineers

          Engine: VRAGE 2

          Steam Early Access (Alpha) October 2013

          Steam Early Access (Beta) December 2016

          Full Release February 2019

          Continued DLC development and free patches through the present (2025)

                     First access to release: 5.5 years

 Medieval Engineers

          Engine: VRAGE 2

          Steam Early Access February 2015

          Development team moved to Space Engineers in February 2019 (end of regular updates) at version 0.7.1

          Full Release March 2020 (version 0.7.2)

          Community patch 0.7.3 officially distributed April 2022.  Community development work continues.

                     First access to release: 4 years

 Space Engineers 2

          Engine: VRAGE 3

          Steam Early Access January 2025

Based on their history then, the answer to whether or not Space Engineers 2 will reach a full release is undoubtedly ‘yes’, as is the case with every product before it. While many in its community were unhappy at the state in which Medieval Engineers was released in 2020, it did get a release. The developer resources from that team that were folded into the Space Engineers group have helped drive that game onward through continued patches, optimizations, improvements and DLC releases for the past five years. Even if one chooses to focus on Medieval Engineers as a weak link in Keen’s development history, the game reached a sufficiently playable state that it developed a community willing to take on continued development by itself and were given the tools by Keen to do so. The chances of Space Engineers 2 becoming abandoned before a playable release therefore seem to be small.

What Space Engineers 1 looked like at its 2013 early access release.
 

What state is it in right now at early-access launch?

As of the start of March 2025, Space Engineers 2 is currently in ‘Vertical Slice 1.0’ and has received a number of updates since its January 27, 2025 initial public early access date. The game is functional as a single player creative sandbox building game, and allows for character and vehicle movement and collisions. Performance on the new VRAGE 3 engine is remarkably smooth for such an apparently early-development game, and at least to me the feel of movement and interaction is noticeably crisper and more responsive than that felt in the VRAGE 2-powered Space Engineers 1.

While the ability to share creations is not yet present in VS1.0, forums and social media platforms have become rife with images and videos of players creations. The available block set in Space Engineers 2 is currently limited, largely comprised of basic block shapes and just enough functional blocks to allow a player to move and control their creation. The survival elements like mining, refining, production and research or progression are not yet available in this iteration of the game - take a look at the roadmap later in the article to see where these elements will start to make an appearance.

In short, Space Engineers 2 at the outset of its Early Access period is already playable, although the single-player state and limited block set limits replayability.

What Space Engineers 1 looks like now in 2025.

As a sequel, will it break enough new ground to make it worth buying?

Based on the roadmap, developer interviews and teasers already released so far, Space Engineers 2 will push the franchise forward by natively incorporating physics-heavy elements that the Space Engineers 1 community has been trying to emulate via modding for quite some time. In addition, Space Engineers 2 promises to move the franchise beyond simply being a sandbox survival-building game with a few narrative scenarios. Instead, players are being sold a future where the game includes a full narrative campaign and overarching lore that serves to flesh out the playing space and give more purpose to the player’s actions and creations. For the moment however, these elements are not yet in the hands of players, and remain largely in the realm of roadmaps and teaser videos.

At the outset of early access, the biggest change that Space Engineers 2 has shown is a vastly improved building system. In the first game, players had to choose whether to place large-scale or small-scale blocks when creating a given vehicle or station (‘grid’), and could not easily mix the block scales. There were ways to do it through the use of physics objects like landing gears or rotos with off-scaled heads, but this was an awkward and imperfect solution. Space Engineers 2 removes that issue from the start, allowing players to mix and match block scales on the same creation.  This is already leading to an explosion in player creativity through the ease of detailing it allows, and by itself marks a large step forward for the many creative players of the franchise.

What Space Engineers 2 looks like at its early access release.

 What can I expect from it as it finishes development?

Keen Software House has presented a fairly polished looking roadmap for Space Engineers 2 that breaks development into ‘vertical slices’ that each represent a major milestone. Within each slice can be multiple smaller releases that add or refine features related to that milestone, with the intent being that work on one milestone is complete before major development on the next takes place. This is a major departure from the way that development ran for Space Engineers 1, where fixes and alterations were happening to multiple major systems simultaneously - and often new feature X would result in bugs or breaking of previously deployed feature Y, which then got patched and resulted in bugs in feature X, etc. etc.

The major elements that Space Engineers 2 promises (and can be seen in the Keen Software house roadmap below) are physics improvements that allow for volumetric water, improved planet generation, improved survival mechanics over the original game, and a full campaign to give life to the sandbox franchise. Community speculation is wild over the exact elements of what these will entail, with lots of ‘they should include X, Y and Z!’ comments visible in various forum spaces. Even just holding to the elements presented in the official roadmap, Space Engineers 2 promises to provide more options on how players interact with the world and much more of a meaningful connection between the world itself and players through developed lore. Gone will be the days where every YouTube channel needs to create its own unique, coherent universal lore in order to tell a story - instead, common elements will be available to anchor their tales for the audience.


Summary

Overall, Space Engineers 2 at the outset of early access presents an immediately playable creative sandbox, backed by a company with 15 years and three games under its belt. The well-defined roadmap speaks to features that will mark a significant step up from the previous game, and developer Keen Software House seems to be approaching development in a much more organized fashion that speaks to lessons learned from previous titles. This won’t be a title that releases with full features a few months after entering early access, but for players who are willing to be patient it promises expanding options and huge potential. If you’re looking for a full-featured game that just needs a little polish before release however, this isn’t the game for you - yet.  For the patient, this looks like a title that will develop if given the time to do so.

 

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A Sneak Peek At Something Sinister | The Sinking City 2 Shows First Gameplay Teaser | Game’s Official Kickstarter Campaign Now Live

Frogwares’ plunge into survival-horror that focuses on combat, exploration, Lovecraftian setting + story | Coming to PC, PS5 and XBX in 2025.


Thursday, 6 March, 2025 Kyiv, Ukraine | Today Frogwares has revealed the first gameplay footage from The Sinking City 2 alongside the launch of the official Kickstarter campaign.


 
The Sinking City 2 is a survival-horror game, set in a Lovecraftian 1920s United States. In the infamous city of Arkham, a supernatural flood has driven out all but the most deranged residents and brought decay and Eldritch monsters to the streets.
 

The first gameplay teaser, which shows off combat, a dash exploration, and the optional investigation, has been released alongside the game’s official Kickstarter campaign.

First Gameplay Teaser


  

Kickstarter Page:
https://www.kickstarter.com/projects/frogwares/the-sinking-city-2

With War Still Raging, Frogwares Turns to Community via Kickstarter


Ukraine is still in a state of war that impacts the lives of everyone in the country.  Frogwares has therefore opted to use Kickstarter once again to create a safety net for the studio, to help secure some additional features for the game, and to get more direct access to its most diehard fans.

After 3 years of this horrid war hanging over our daily lives, we've learned to adapt, though it has never been easy. In 2023 when we released Sherlock Holmes The Awakened with the help of Kickstarter and our loving fans, we built ourselves a safety net that saved us more than once. From power outages and the need for team members to relocate on short notice, to having to pause development for days, this safety net was crucial. Given that The Sinking City 2 is a far more complex and demanding game, we’ve decided to take the same route as before.”  - Wael Amr, CEO, Frogwares

The Kickstarter campaign has a target of 100,000 EUR / 105,000 USD and offers a selection of rewards to fans, with the focal point being 2 physical Collector's Editions that will be made available only to Kickstarter backers.

Alongside the campaign, the team has also released a 5+ min deep dive dev diary showcasing the current state of development, additional in-game footage and more.

Development Deep Dive

 

Game Features

  •     Fight to Survive: Use an arsenal of 1920s-inspired firearms and melee weapons to fight against Eldritch-inspired admonitions.

  •     Explore The Decaying City of Arkham: A world of decaying mansions, flooded markets and abandoned hospitals that you’ll explore by foot and by boat.

  •     Find and Use What You Can: Scrounge for limited resources and balance a finite inventory as you decide what to bring and what to leave behind.

  •     Choose to Investigate Further: Solve optional cases and puzzles that let you investigate your surroundings deeper to uncover secrets, alternate options, and more lore.

  •     A Twisted Lovecraftian Tale: Experience a morally grey and captivating story focused on personal loss and woven around the Lovecraftian mythos of cults, rituals, and incomprehensible creatures.

     

Still Pushing The Studio in a New Direction


With the Sinking City 2, Frogwares is going full steam ahead with its original pledge to pivot the studio to a “horror-first” focus with gameplay primarily built around combat, exploration, and its Lovecraftian setting.

When we announced The Sinking City 2 back in 2024, we stated this is going to be our chance to shift our studio into creating games that are more “horror first” focused and the results we’re all seeing internally are extremely promising. We’re not ditching our investigation roots entirely but the chance to spread and challenge our norms has really helped the team grow.  We’ve placed combat and exploration first while still keeping an air of investigation that adds depth but is entirely optional” - Sergiy Oganesyan, Publishing Director, Frogwares
 

 

Article by: Susan N.



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