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Prepare to Strike Enemies in Arena Shooter on November 6th!

October, 29, 2025 | Independently developed by Sky9 Games and published by IndieArk, the exhilarating arena shooter Strike Force Heroes (trailer, press kit) is set to make its official debut on Xbox, Nintendo Switch, PlayStation 5 on November 6, 2025, with a price tag of $24.99 USD / €24.99 EUR. Fully optimized hardware, this edition promises a fluid and immersive online competitive experience that keeps players engaged from start to finish.


(*): The PS5 price will be a higher than the stated in this release.

Strike Force Heroes is a timeless 2D arena shooter that captures the essence of classic action. Players select from diverse character classes and align with AlphaSquad to confront foes across more than a dozen vibrant maps—from dense jungles, speeding trains and even plummeting aircraft. Arm yourself with an arsenal of weapons, collect valuable loot, and master skills to upgrade and personalize your hero, culminating in epic showdowns against formidable bosses. Every mode supports both PvP and co-op, enabling seamless teamwork with friends or fierce rivalries in adrenaline-fueled battles.


Key Features

  • Customize Your Hero: Level up four classes with hundreds of weapons, outfits, and abilities, each with its own completely unique strengths, weaknesses, and playstyle.
  • Choose Your Loadout: With hundreds of weapons, abilities, and equipment to choose from, there’s something for every play style. Go with a safe loadout, or create a clever setup that synergizes perfectly with all your equipment for risky yet deadly results.
  • Epic Storyline: Experience an engaging storyline through fully animated cutscenes with wisecracking characters, explosive action sequences, and challenging boss fights.
  • Endless Replayability: Beating the campaign unlocks harder difficulties to earn better rewards, further build out your heroes, and challenge even the most seasoned of players.
  • Online Co-op and PvP: For the first time ever, invite your friends to join you throughout the entire campaign, or blast them away in fully customizable PvP custom matches, with no max player limits!


About IndieArk

Founded in 2019, IndieArk is an indie game publisher renowned for its professional marketing and localization team. The company is committed to offering a full suite of customized publishing services delivering unique and interesting games to the world.

IndieArk’s mission is to assist ambitious indie game developers with remarkable creativity while fostering a collaborative spirit in all of its partnerships.

About Sky9 Games

Founded in 2012, Sky9 Games is an independent game developer comprised of two team members, Justin Goncalves (the programmer) and Mike Sleva (the artist). Sky9 Games made the original Strike Force Heroes series, along with the Raze series, Siegius series, and more.
Article by: Susan N.
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Memorable Music in Gaming - October Genre - Survival / Horror


Nick

Mikko Tarmia – Soma


It’s spooky season - time for games that make the hairs on the back of your neck stand up. Probably no genre benefits more from quality sound design than horror. Whether it’s subtle ambient sound effects to in-your-face music swells, a horror game with well-done audio can get your heart racing in a way that visuals and gameplay alone can’t quite seem to achieve. 



 

Though it came out about a decade ago now, SOMA is still one of my favorite horror titles ever. I’ve played it on multiple platforms over the years, and even though I know what’s coming - the game still manages to create tension through its sound effects and the impressive OST composed by Mikko Tarmia. Probably best known for his work on the Amnesia and Penubra games, Mikko Tarmia also founded his own independent label called The Sound of Fiction (which is an awesome name in my opinion). 

While many of his other works are better recognized, I believe SOMA is probably the best of his soundtracks that I have experienced. The game itself is a creepy science fiction game that relies on atmosphere and tension over random jump scares. Songs such as Ark (https://www.youtube.com/watch?v=Tk1eidg3Pzw) and Going down really help to create the thick sense of tension in the air as you explore. Even the opening and credit themes that bookend the experience are memorable well after I had put down the game.

~~~~~

Susie

Viacheslav Pakalin - Sherlock Holmes: The Awakened


Like several of my colleagues, I don’t really play horror games. The closest I tend to get to the genre are investigative focussed games like Call of Cthulhu (which I only got so far before I was too creeped out) and Sherlock Holmes - which isn’t really a horror game per se. Needless to say, Sherlock Holmes is going to be my entry for this month’s memorable music because I absolutely loved this game, despite a few scenes where I was a little disturbed. 

As a game, it felt a little bit pulled back from Chapter One which had an interesting gameplay method and one mechanic that just never worked for me. The Awakened was a little more focussed on what it was meant to be, and I was thrilled with the game. Especially when you consider that the music composed by Viacheslav Pakalin was brilliantly done. As the main composer for a couple of Frogwares games, it stands to reason that he earned his stripes. Each track in The Awakened is creepily simple with some haunting reverbs and a grand piano to add the atmosphere in an already tense and bloodied world. Take a listen to Warehouse 12 (https://open.spotify.com/track/3cjLWDA4PmnPt7GUtfzG84?si=a4b7e7314ad942ac) which slowly crescendos ones imagination into overdrive. Considering that the whole game is creepy enough as it is with the concept, the atmosphere, as well as the addition of this music, it is definitely a memorable soundtrack and game in my eyes. 

And yes, I know, it’s not strictly a horror game. I don’t do horror games, so this is the best you get. 

~~~~~

Richard

Dumavita/Vinicius Braga/Michel Cardosa - Enigma of Fear


I don’t play many horror games, and the ones that I do pretty much only have an ambient soundtrack instead of full music tracks. As such, I’d like to toss in Enigma of Fear. While it’s not exactly a traditional horror game, being more a mystery/supernatural/adventure type game akin to an isometric Resident Evil, it is definitely a spooky setting.

When I first started playing Enigma of Fear I was initially taken by the art style and voice acting, both of which really clicked right off the bat. As you investigate the mysterious disappearances surrounding a supernatural hotspot centered around the house of an insane family, you’ll delve into the mystery of what’s going on. What better way to set the tone than with the soundtrack? Instilling a sense of dread and foreboding, the music from Enigma of Fear really made an impact on me, both from a gameplay perspective and from a musical sense.

Dumativa, the developer of Enigma of Fear, is an amazing Brazilian game studio that really nailed the tone and the atmosphere here, in addition to producing an amazing game. Definitely a soundtrack that I found really memorable.

~~~


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New Accolades Trailer for Gloomy Eyes is Here!

October 27th, Paris, France and Warsaw, Poland | Gloomy Eyes, the cozy horror “self-coop” adventure that launched in September, has tugged at the heartstrings of many who gave it a go.


The game currently has a 91% positive rating on Steam, 4.8 / 5 stars on PlayStation Store, and 80% overall on OpenCritic from 25 reviews. 

To mark the occasion, a new accolades trailer has been released.


GAME FEATURES

  • Take control of both Gloomy and Nena, seamlessly switching between them to conquer clever environmental puzzles.
  • Explore stunning, handcrafted diorama-style levels from every angle, uncovering hidden secrets and solving intricate puzzles within rotatable dioramas.
  • Immerse yourself in a cozy horror world with unique Tim Burton-esque art, offering spooky charm without gore or jump scares.
  • Embark on a heartwarmingly bleak fairy tale of necromantic adventure, where two unlikely souls journey to find the sun and restore its light amidst a squabble between the living and the undead.

Gloomy Eyes is available in multiple languages, including English, French, Spanish, Latin American Spanish, Simplified Chinese, Traditional Chinese, Korean, Brazilian Portuguese, and Portuguese. 
Article by: Susan N.
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Full Metal Schoolgirl - PS5 Review

Full Metal Schoolgirl by developer YUKE'S and publisher D3PublisherPS5 review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 7 minutes

Do you need to get some workplace aggression out? Boss getting you down? Being overworked? Well, join in on Full Metal Schoolgirl to take down an exploitative enterprise in a robot/cyborg slaying adventure!

In the future world of 2089, super exploitation of workers has become the norm, where overwork and underpay is a standard, where the “working dead”, cyborg employees, are pushed to the brink by abusive bosses, awful work schedules, and superior harassment. In come our heroines, cyborg schoolgirls who have been “upgraded” by a former employee of Meternal Jobz, in order to take down the mega corp that’s ruling over the poor cyborgs.

Honestly, I’m pretty sure the distinction between cyborg and robot is rather lost somewhere here, but I won’t nitpick that. Basically, you get to choose one of the main characters to take on a raid of the company. A 100 floor company that changes its layout every day to keep employees from being able to find the exit. Yup, this is a roguelite-ish style game where every attempt at the 100 floor company there is a different layout, and you have to find equipment as you progress.

So, now it’s time to start a raid on the company! When you start off, you can select a gun and melee weapon from the lobby, and then off to the stairs you go! As you climb the building, you may get knocked out by the employees who now have the job of stopping you. No worries though! You manage to get out, leaving some of the parts and materials you harvested from enemies behind, and then you can get the professor to upgrade your body! More health? Done. New moves like being able to equip a shield? Also done. For a price. Oh, and did I mention that she started a livestream service for you, so people can watch you fight your way up the mega corp? Good news is they can give you the occasional bonus objective, and completing it earns you money you can spend on upgrades. You can also double down, making the objective harder, but earning a lot more.

As you make your way up the building, you’ll come across elevator cards, allowing you to skip to certain floors. While going up your first time, every new boss floor you’ll be returned from the run, but given a card to carry on from that floor. Good news is they give you a gear selection so you aren’t going back in too underpowered. Gear level is roughly based on floor number, and gear rarity dictates how many bonus effects the gear comes with.

So, let’s look at your violent rampage up the Meternal building. The game is a sort of weird combination of hack and slash and third person shooter. Most encounters will probably start at range, but you do have your melee weapon to beat off enemies when they get too close. You can also nab an autonomous drone and a shield. For your weapons, melee weapons will be fast but weaker swords that use little energy, chainsaws that are mid-powered and use a medium amount of energy, or axes that are really slow, but hit hard and eat a chunk of energy. And before you ask, yes, energy is your stamina. Run out and you can’t dodge or melee attack until it recovers. You can still shoot though.

Guns also come in a variety from rifles to gatling guns to grenade launchers or shotguns. Each have their own good points and negative aspects, so find what works for you. Personally I prefer the rifles, with the gatling coming in second. Now, you do have a dodge, and a perfect dodge if you dodge before you get hit, but for the life of me I could only activate a perfect dodge if I dodged while standing still to do a backstep. Either I’m just bad at it, or that’s a really frustrating design point. Honestly I just tried to never need it unfortunately.

The last equip types are shields and drones. Shields are useful for blocking bullets at the cost of a sustained energy drain. There are plenty of enemies, and turrets, willing to shoot at you, so the shields will definitely see use. There are different types, starting small with a shield directly in front of you, to having a shield fully surround you for the largest size. The bigger the size, the bigger the energy draw, so you need to balance what you need. The drones are automatic, you just drop them down and they do their thing. Some are buffs, some shoot, some spin in a melee attack. They recharge use over time, so don’t worry about using them often.

As you are fighting your way through unfortunate employees, you’ll also earn a resource for PP. PP is a bit of an interesting resource, as it’s primarily for using a special move called a punishment move, one for your melee and one for your ranged. You can get more of these that you can swap out as you progress through the game. PP is also used for “overclocking”, which lets you move faster and enemies appear slowed. In an interesting move, you also get modifications from chests sometimes, which will affect your stats normally, but one type increases your damage dealt if your PP gauge is full.

Worried your health is running low? Well, pop a battery to heal up that damage! You have a set capacity that you can increase, but you’ll collect these from the loot boxes as you climb the building. If you are full health and pop a battery, you get a very minor increase to your maximum health. Useful if you’re playing well and they start building up, but not that great short term. At least there’s a use for them if you find a battery and are currently full stock though, it feels nice not to “waste” a healing item.

During your battles, you will come across larger enemies, and bosses of the divisions. The large type enemies have a guard gauge in addition to a health bar, which the common enemies don’t. You decrease the guard gauge by attacking, with more value for hitting enemy weakpoints. Once the gauge is empty, you can perform a “retirement move” on the enemy, where you get rid of the rest of their health in a special attack, which actually changes based on enemy type. Normal enemies also technically have weakpoints, as almost all enemies do in the form of batteries, but normal enemies usually die pretty fast so you may not pay much attention to those.

Full Metal Schoolgirl is very much a roguelite type situation, with emphasis on the 100 floor trek, so you definitely should know what you’re getting into before you play. While the elevators do take you up to certain pre-registered floors, the initial slog to get there may take a while too. Also, while it is technically a roguelite, it leans less heavily on the upgrades, so your personal skill will probably be the more defining aspect rather than if you’ve unlocked certain abilities. The game is campy, and very much not a super serious deal, so it’s best to treat it as such. I’d definitely say keep an eye on this if you’re a fan of rougelite/Earth Defense Force style games, but I may wait for a sale before picking it up. 

Overall, Full Metal Schoolgirl is a rather delightful title for a roguelite/hack-and-slash/third-person shooter experience. It’s corny and cliché, but in a good sort of way. While the standard slash and gun gameplay is pretty decent, with only some clunkiness here and there, the dodging mechanic feels a little obtuse when used as intended. With an art style that makes me think of Saturday morning cartoons, and some interesting themes as you fight your way through the Working Dead, I can see a lot of people enjoying Full Metal Schoolgirl, although it definitely needs to be closer to your niche to get the full enjoyment from it.


Score: 7.5 / 10
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New World Shutting Down on the Heels of a Nighthaven Update and Massive Layoffs

October 29th, 2025 | Today's presser is going to be a little bit different as I, like many others, are upset about a massive announcement that dropped yesterday (October 28th, 2025). This piece is going to be an update to a game and the previously mentioned announcement that has a ton of the gaming world reeling.


You may be familiar with Amazon Game Studios releasing New World back in 2021 with some decent success, especially after their first foray into game development flopped with Crucible in 2020. New World had some big shoes to fill because if Amazon Games released a second game in such a terrible state that it shut down just as quickly as the first, they might not ever continue in the gaming space (for which, you can have whatever opinion you will about whether that is considered a good thing or not.)

I personally have over 200 hours in New World because I liked the different take on the MMO genre. Unlike most games where you simply press a button to attack and dodge, New World requires you to parry and block. It also had some cool solo challenges and leveling your mount through timed tests. You could even customize your individual game style by using pretty much any weapon you wished and for your mount, you could equip different charms to boost its speed on the road or off road or regenerate your stamina faster. The game certainly didn't change MMO as a genre but it did have some different aspects that were unique.

Anyways, Amazon underwent a massive number of layoffs which not only hit Twitch staff, but also support for New World. This prompted the following announcement:

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Lumo 2 - PC Review

Lumo 2 by developer Triple Eh? Ltd and publisher Numskull GamesPC(Steam) review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 4 minutes

For all you other finely aged wines out there like myself, have you ever thought to yourself “I remember how hard old games used to be and how they gave no direction”? For you younger sprouts, have you wanted to try some old-school games from before fluid controls were a thing? Back when the only map you had was the one you drew yourself? Well, if so, look no further than Lumo 2, a sequel to the 2016 game I picked up on PSVita that made me want to throw a table out the window in the best way.

Lumo 2 can be broadly summed up as “Isometric platformer about a wizard trying to get MSPaint to work”. You get dropped in a very greyscale room, and after some exploration discover a door that leads to space, your first level. The game starts out easy enough. Walk around a little, go through the door, pick up some red jetpack things, and success? When you’ve “finished” (lol, nah, you’ll be back) the space area, or if you return to the hub, you deposit the red items into a cauldron, and colour starts to return. Aha! I see what’s happening. In order to unlock the next area, you need to finish the minigame hidden in the previous area.

Don’t think just finishing the minigames will be enough though, you may “clear” a stage with less than 30% of the colour based McGuffin. It’s ok though, because new areas introduce new tools that expand your mechanics. Can’t jump high enough? Well, acquire an ability to help. You can then return to a previous area and discover a whole new load of secrets.

Speaking of secrets, there are also bonus collectibles to find: ducks and boomboxes, each with their own mechanics. Ducks require you to leave a room without dying to acquire them, and boomboxes require you to collect a bunch of tapes in order within a certain time limit. Yes, some of these are rough as sandpaper, have fun. Thankfully, death is pretty cheap in Lumo 2. Basically, you just get sent back to where you entered a room from. While it may be a little frustrating while trying to collect all the paint or for the ducks and boom boxes, you aren’t booted from the whole zone.

Lumo 2 is a very big homage to older-school gaming, in style, controls, and even aesthetics and references. Each area you explore will have a bunch of references you may or may not recognize, but that doesn’t mean you can’t enjoy the game. With very basic controls, pretty much just a jump, fall quick, and two other special mechanic buttons, that’s about all you need. A sort of floaty fall also adds to some of the platforming as you try and maneuver yourself into position.

Right, so let me be blunt here: Lumo 2 is frustrating. Not in a “what the heck this is awful” way, but in a “Cthulhu curse thine entire family tree I missed that jump for the twenty ninth time in a row. I’m gonna do it again” sort of way. I’m pretty sure about half the rooms I walked into in Lumo 2 I was yelling “this is stupid!.......ok one more try” over and over again while I tried to collect all the extras and paint. Don’t even get me started on the hidden rooms, especially the Prince of Persia homage room? Sneaky bugger put some added effects in there that made me think I was glitching until I realized what was going on. Touché sir.

Now comes the biggest issue: Lumo is kind of janky. I’m about 90% sure it’s a design choice to make Lumo 2 seem more retro, but good god when I lose height on a jump for no real reason or get stuck in a corner because I can’t jump out from behind a box, it’s frustrating. Good news is, everything you’ve collected stays collected, so just quit and restart and you’re good to go. Don’t even need to close the game.

Fair warning, apart from the fact that Lumo 2 can be swear inducing, you do need a controller to play, so I hope you have one or a workaround! Plus side is, you can move with both the control stick and directional pad, so if you want more precise movement, the directional pad is the way to go, but if you need some more control? Thumbstick has got your back.

All in all, Lumo 2 is a great, if not frustratingly difficult at times, homage to old-school gaming. It’s fun, it’s a great challenge, and it’s a real nice boost to my nostalgia. While the controls are pretty rudimentary, and death is extremely cheap, that doesn’t mean the game is easy. Sure it is accessible to a lot of different players, but be well aware of the difficulty going in if you’re aiming for the 100% completion. If you’re curious, you can also check out the first Lumo for pretty cheap, just to know what you’re getting yourself into. If you’re a fan of isometric platformers, I definitely suggest giving this a go.

 

Score: 8 / 10
 
 
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Ultimate Zombie Defense Available to Play on Xbox Consoles

October 23rd, 2025 | Ultimate Zombie Defense, a shooter blending survival horror and tactical elements, is now available on Xbox One and Xbox Series X|S as of October 23. The game is already available on PC and features a robust base-building system. PlayStation 5 players can join in on December 4, 2025.


Developed by the independent Terror Dog Studio, the game first debuted on PC, where players received it warmly, sitting at 86% positive reviews on Steam (around 1,400 reviews). Ultimate Games S.A. handled the console adaptation and publishing.

Build bases, blast undead, and hold the line!

Ultimate Zombie Defense mixes fast top-down shooting with survival horror elements and deep base construction. Set up fences, sandbags, barbed wire, turrets, and mines to keep the undead at bay.

You take on the role of an elite soldier sent into areas overrun by a deadly plague. The fight takes place in a European city and its nearby countryside, both sealed off due to the infection. Your mission is clear: find and eliminate the source of the zombie outbreak.

Gear up with a wide range of weapons, including a shotgun, grenade launcher, flamethrower, minigun, and more. Get ready to battle 12 types of zombies and unique bosses.


Ultimate Zombie Defense – Key Features:

  • Hardcore shooter
  • Survival horror elements
  • Deep base-building system
  • 8 unique playable characters
  • 12 zombie types and unique bosses

The Xbox One and Xbox Series X|S release is set for October 23, 2025. The PlayStation 5 version arrives on December 4, 2025. The standard console price is $7.99 / €7.99 (or regional equivalent).
Article by: Susan N.
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Experience the Ice Age Biome Release for Reus 2 on Consoles!

Paris, France, October 23, 2025 | Indie developer Abbey Games and publisher Firesquid Games are happy to announce that their beloved and awarded god game Reus 2 is launching today Xbox Series and Nintendo Switch at a price of 24,49 USD with a 20% off discount during the first week. Simultaneously with these console versions, there will also be released The Ice Age DLC at 7.99 USD (Xbox) and 7.79 USD (eShop), which introduces the new Ice Age biome, created by a new alternate version of the Frost Giant, this biome is a harsh environment, but can be rich grounds for resilient human civilizations to flourish.


In Reus 2, players are in control of mighty giants that shape the planet for humans to live, grow, and wage war on. They will make crucial choices regarding how to explore the fate of humanity across a cosmos of their own creation, experimenting with civilization and seeing what human tribes will achieve with the right combination of elements. The game will offer its texts in English, French, German, Spanish, Portuguese, Polish, Ukrainian, Simplified Chinese and Russian.

MAIN FEATURES

  • Control Giants: Step into the shoes of powerful giants as they shape planets. Foster or punish the development of human societies. The choice is yours.
  • Experiment with Natural Resources: Using different combinations of flora and fauna makes for new discoveries which will change the human societies that inhabit that world.
  • Observe and Define Your Own Goals: Shape the development of humanity and watch as their societies evolve from a primitive tribe into advanced civilizations. Whether they are obsessed space explorers or self-destructive warmongers, who are you to judge their choices?
  • Leave a Lasting Legacy: Each playthrough leaves a lasting legacy in the stars – and inspires new paths to take.

ICE AGE DLC FEATURES

New Ice Age Biome:

Created by the Frost Giant, this biome features Mammoths, Sabertooth Tigers, Permafrost, and Geysers, adding a unique ecosystem with its own fresh strategic resource management challenges.

Four New Leaders:

  • The General: His cities grow as his military power (introduced in the Cataclysm update) expands, making for a new, more combative play-style.
  • The Poet: Draws inspiration from the beauty of the world around them, enhances efficiency in city projects and drives cultural growth so long as they’re inspired.
  • The Villain: Some people just want to see the world burn. Their cities thrive in times of conflict and chaos, offering a unique gameplay style.
  • The Painter: Shapes cities with art and gold, leaving a striking visual mark. But art doesn’t come cheap. Will the Giants be her greatest patrons?


New Era Options:

Guide humanity through new historic milestones, including:

  • Nuclear Age: An era of vast technological advancement, balanced on a knife’s edge. Will humanity master the atom, or destroy itself?
  • Hunter Age: Help your Humans thrive against nature’s cold indifference. How will humans endure the frozen wilderness?
  • Age of Discovery: One civilization’s culture is another’s plunder, and nothing comes without cost. Will the dangers of this era enrich humanity?
  • Enlightenment Age: The spark of ingenuity shines bright! Will knowledge shape the future? Inventors lead the way in this foundational era.

Evolution and Extinction Mechanic:

The Frost Giant nurtures change through adversity. Within the Frozen biome, extinction is always a threat, but life finds a way, evolving into new biotica forms to unlock new resources and strategic options.

Shape worlds with Giants

Utilize a roster of 6 powerful Giants, each with their own unique abilities over plants, animals and minerals that will allow you to create new biomes for humans to settle their villages. As you progress, gain inspiration to unlock more skills for your Giants, providing you with a diversity of choices.

Relationships and disasters

With the Cataclysm update, you can choose to take on more optional challenges. Leaders can now form relationships with Giants and each other based on their personality, become allies through trade or go to war. Humanity can also turn against your giants, sending out Giant Hunters to destroy them! Punish them with disastrous new powers, using the elements to teach them to respect the gods.


Create thriving ecosystems

Terraform a variety of biomes, strategically build up different combinations of flora, fauna and materials specific to those environments. By experimenting, discover which combinations create the best synergies for the inhabitants' needs and goals, leading you into exciting new eras of their existence.

Lead humanity into the future

Shape the development of humanity with your choices as they evolve from early human societies to modern civilizations. Whether it's travelling to the stars as space explorers, starting a cult or wishing to cultivate nature, they will all have their goals. No matter the outcome, remember, you can always start a new humanity.

Fill a galaxy with life

Each playthrough leaves a lasting legacy in the stars by generating a new planet for you to experiment with. Fill the galaxy with endless variations of life and be inspired to take a new path with your next creation.

For more information about Reus 2:

About Firesquid

Firesquid is a developer-focused publisher helping teams realize their vision. We form deep and trust-based relationships with our partners. Firesquid aims to create a catalog of strategy titles that modernize and revisit the genre while delighting our players the world over.

About Abbey Games

Abbey Games is a Dutch independent studio that makes deep and complex management games fun for everyone. Their debut god game Reus was a surprise hit in the summer of 2013 and their second strategy management game, Renowned Explorers, launched in 2015 to incredibly positive reviews. Their third game Godhood, was released in 2020 and was again well received by gamers around the globe.
Article by: Susan N.
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KAKU: Ancient Seal - PS5 Review

KAKU: Ancient Seal by developer and publisher BINGOBELLPlayStation 5 review written by Jim with a copy provided by the publisher. 

Estimated Reading Time: 6 minutes.



As a fan of all RPGs, I was naturally drawn to KAKU, an action RPG that promised an engaging experience. After watching a few trailers, I was intrigued enough to give it a try when the opportunity to review it arose.

KAKU is the story of a young boy named Kaku who will become a hero and save the world... so the story really isn't KAKU's strong point, and for an RPG, this is one of its flaws. The game starts with Kaku chasing a flying pigglet, and then he runs into an old man, and it goes from there. Honestly, it was very forgettable. It never explains why Kaku was chasing the pig, who ends up joining him on his adventures, and that the pig's name is Piggy (how original). During the cutscenes, I ran into a problem where the game wasn't voiced, even though one of the trailers had voice-over. A lot of the time, the text goes by too fast, and you're also trying to watch the scene at the same time. Another issue is when you're trying to fight and read at the same time while someone is talking during gameplay. It just doesn't work, and the trailer should never have had voice acting if the game itself has none. I am okay with there being no voice acting if done right, but it just feels wrong in this type of game. The characters do grunt and make noises at times, and I swear some of them even say their own names at times while making these noises. At times, the game tried to be funny, but to me it never hit the mark, and there were some bad translations, too, where I had to reread things to understand what it meant.

Gameplay started out fun, but quickly became repetitive as you only have two kinds of attacks, a standard weapon, and an 'armblade'. The armblade is used to lower the enemy's poise bar, and once it's empty, you hit them with regular attacks to do more damage. You will also unlock special moves by spending a type of currency in an upgrade tree. I had just about everything unlocked before I was even half done with the game, though. You also get a slingshot for ranged attacks with unlimited ammo for the standard pellets, but you'll have to craft three different kinds of pellets. One that is fire and can set enemies on fire or burn away certain obstacles, a lightning one that can paralyze enemies, and a poison one that poisons enemies. 

You can shoot the items you need for crafting to collect them, so this comes in handy except when you try to shoot something you see, but it won't hit because the game thinks it's too far away. If I can see it, I should be able to shoot it. This seems like a limitation you would run into on a PS2 game, not a PS5 game. You will also be able to craft healing items for stamina and health, along with one that makes your defense better for a short time and one that makes attacks do more damage for a short time. Shortly after starting the game, you will be able to use the awakening skill, which lets you become stronger for a short period of time. You fill this bar and your bar for special moves by attacking enemies. In-game statistics are shown by a bar for health and stamina that you use by running and using some attacks, a bar for your special moves, and a bar for awakening. It's a lot, if you ask me.

One of the enemy types in the game is called Ponpon. They are a bit like cavemen (but I don't understand why) if they are your enemy that they give you side quests. These side quests, while not numerous, provide a break from the main story and offer additional challenges. However, they don't significantly contribute to the main narrative, which is disappointing.


Piggy plays a significant role in the game. He can enable you to walk on water for a short time, disguise you as a Ponpon for a short time so you can sneak into Ponpon camps, assist with far jumps (although it takes a few seconds to do so), and teleport you to an area where you can buy upgrades for crafting, slingshot pellets, boost a few stats, and purchase new skills. In this area, you can use keys you find in the world to unlock trials. There are trials for each element in the game: wind, fire, water, and earth. There are combat trials, but most are puzzle trials. The puzzles in the game provided just the right amount of challenge—sometimes I had to try a few times, but I could always pass them after a while.

What I really like about the game is the four different lands you can go to. Each one is an element and an open world, so that you can go almost anywhere from the start. There are a few places you won't be able to go right away, but it isn't much, and each map is a decent size. It is fun to explore new areas, looking for chests, finding keys, and other such hidden goodies. But the in-game map is a pain to use and could have used a little work. Another nice touch the game has is that you can find different weapons and armor. Each one looks different and can act differently, like the weapon I liked has a chance of poisoning enemies. You can also attach runes to them to add perks like more health and stamina, among other things. 


You can find new armor and weapons on each map. You can also collect things called "trophies"??? from bosses that can be traded in to the old man from the start of the game for a new piece of armor. The problem with this is that to get the full effect of the boss's armor, you need two pieces of it, and you will have to beat the boss over and over again until you get the second piece. 

Each map also introduces a new side character, but they don't do much and are just added for the story. Even when they say they will fight beside you, they won't. One downside is that there is a lack of enemy variety: each land will have two or three unique enemies, but others will be just the same ones you see in every land, like boars, for example, which seem to be in every land.


Because I leveled almost everything to max so early in the game, it made it easy to beat regular enemies. Still, the boss fights are fun and can be challenging, like the puzzles — they are just the right difficulty on normal difficulty. I had to refight a few of them more than once, but I would get it after a few tries.

Graphically, the game looks pretty good, with some lovely scenery. Even though the game goes for a cartoony look, some areas are beautiful. Music gets the job done, but it's nothing memorable. Sound can be annoying at times, and during some cutscenes, the audio and visuals don't match. I also ran into issues with trophies not activating even after I did what I needed to get them. One was to beat one of the bosses for the first time, but I only got it after I beat it a second time. Another was to meet one of the side characters, but when I did it didn't unlock, so I won't be able to get that trophy unless I restart the game. 


Another issue I have is when exiting the pause menu, it takes a good few seconds, and this only happened after I beat one land. I don't know what made it start doing that, but it shouldn't be that slow. And then there is teleporting and changing areas; there are just a few too many loading screens for a game like this. I have seen other games do bigger maps with no loading. Lastly, I was surprised to see some minor swearing in the game. It's nothing too bad, but when you look at the game, it makes you think it's a kids' game. There are also moments when you see a frozen Ponpon that it says froze to death, and a giant worm monster eats a few of them alive. Nothing too graphic, but it should be known to parents of younger kids.

Overall, KAKU is an all-around average game. It's nothing grand, but it isn't the worst game I have ever played. It's playable, but could use a few more quality-of-life improvements. It feels BINGOBELL rushed it out for the holidays. Still, when it's releasing alongside some huge titles, it could have been delayed, using that time to fix the issues it had, and released early next year.


Score: 5.5 / 10



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Experience a Bizarre Game by Sweaty Chair on Steam This November

October 22, 2025. Sydney and Los Angeles | Independent developer Sweaty Chair and publishers Playsaurus and Ultraplayers, are proud to announce that the surreal idle hit Tingus Goose will be released on November 20 on PC via Steam at a price of 6.99 USD and a launch discount of 15% during the first 2 weeks. In Tingus Goose players will find one of the most creative idle games out there, and learn the definitive way to cultivate utterly bizarre goose–human tree hybrids, with the brilliant hand-illustrated art by Master Tingus.


"This is all a glorious piece of batshit crazy animation and gibberish game design, and I adore every second of it." - John Walker (Kotaku)
"This game to me feels like a perpetual soup. I kept adding wild ideas into the broth for over 4 years. Every so often I taste the soup and I add more stuff into it. It's now become an abomination that even I can't control. This game is now bigger than me. Does the soup taste good? Yes." - Master Tingus

Key features of Sportia include:

  • Plant seeds in people: Pop a goose seed into a patient's torso, add water, and watch a towering goose-tree burst to life in MasterTingus's unmistakably twisted style.
  • Idle meets Rube Goldberg: Babies rain down branches, ricocheting off "Blossoms" to generate cash while "Specimens" chain wild synergies for exponential growth.
  • 17 unsettling chapters, 150 plus unlockables: Every chapter introduces new modifiers, lore, Blossoms, Specimens, and Relics. All art is hand-illustrated by MasterTingus.
  • Each run offers a uniquely bizarre experience

"We took an already-addictive idle core and matched it with MasterTingus's unforgettable art," said Brian Zou, founder of Sweaty Chair Studio.
"Tingus Goose combines an absurd premise with deeply rewarding incremental mechanics," added Austin Oblouk, CEO of Playsaurus. "Finding an idle game with this level of creative depth is rare. Fans of the genre are going to love it."


About Sweaty Chair Studio

Sweaty Chair is an independent developer in Sydney creating bold, chaotic games that embrace humor and risk. Previous titles include bullet-hell hit No Humanity (20 M+ downloads) and the mobile version of Tingus Goose, finalist for Best Australian Mobile Game 2024.

About Playsaurus

Playsaurus is a California-based developer-publisher widely recognized as one of the most prominent names in the incremental/idle-games space. Best known for Clicker Heroes, the studio has since brought fan favorites Cookie Clicker (PC and Console versions), Mr.Mine, and Sixty Four to millions of players, continually expanding the genre's audience with premium, community-driven releases.

About MasterTingus

MasterTingus is a renowned surrealist artist whose blend of whimsical humor and mild body-horror has earned him millions of social-media followers. His signature animated geese and unsettling characters drive the visual identity of Tingus Goose, where he served as lead artist and creative partner throughout development.
Article by: Susan N.
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Survival Horror Fans Patiently Await The Sinking City 2 Release Until First Half of 2026

21 October 2025 | Kyiv, Ukraine | Today, Frogwares announced that The Sinking City 2, their upcoming Lovecraftian survival horror game, will be shifting its release window to the first half of 2026.


While no official release date had been set previously, the team had initially been aiming for a potential surprise 2025 launch and had even been hinting at that to fans. 

However, they’ve now decided it’s best to clearly communicate that they need to take more time to finish the game on their own terms. The main reasons for this decision are the ongoing war in Ukraine and the significant genre shift the studio is undertaking with The Sinking City 2 compared to their previous titles.
"Developing a game during a war isn’t something you can ever really prepare for, but something you need to keep adapting to. At one point, we were losing power for days as drones and missiles hit our power grid. When that tactic stopped working, it became mass drone swarms every other night, going from midnight until dawn. You work all day, then spend the sleepless night listening for explosions, and somehow still need to function the next morning… These things all slowed us down regularly to the point where it just doesn’t make sense to try to rush what we have left to meet a date that we no longer feel is worth chasing. How moscow’s tactics to terrorize civilians will change again as winter comes is anyone's guess, so we’d rather be ready to adapt again, knowing we’re able to take our time. ” - Sergiy Oganesyan, Head of Publishing, Frogwares


The studio also noted that developing a fully fledged survival horror game for the first time brings its own set of new learning curves.
“Switching to survival horror for the first time has been a whole new kind of challenge for us in itself, too. We’ve been making investigation adventures for more than twenty years, but survival horror asks for a completely different kind of design thinking. Tension, pacing, combat, etc. We’ve always loved the genre as fans, but once you start building it yourself, you realize how much you still have to do. It’s exciting, but it definitely makes development slower.” Alexander Gresko, Lead Game Designer, Frogwares

The move to a 2026 release window does not come with an exact date, as the team acknowledges that circumstances can change at any moment.
”We don’t have an exact date set for 2026 yet, but we thought it was better to at least share what we do know. We’d rather be certain than announce something now only to move it again. Rest assured, we’re currently aiming for the first half of 2026, so it’s a matter of months, not years.”  - Sergiy Oganesyan, Head of Publishing, Frogwares

The team has also said they will be sharing a lot more from the game as it enters the final stages of production, with today’s news coming with 13 new screenshots showcasing the game’s setting, enemies, and signature Lovecraftian atmosphere.
“Alongside the 13 new screenshots shared today, we’ll also be showing a lot more gameplay over the next few months to let everyone see how development is going. The Sinking City 2 is the first time we’ve done big, private beta tests with our community so early in the development process, and their feedback has been instrumental in shaping the game. Because of this, we’ve actually been a lot less stressed about showing stuff publicly to try to gauge reception. But we're keen to now start showing more people what we’ve been working away on all this time.” - Anna Bieniek, Senior Social Media Manager, Frogwares

 


ABOUT THE GAME

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

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.
Article by: Susan N.
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Check Out Construction Crew Demo on the 29th of This Month!

Construction Crew, a new construction simulator featuring both single-player and online co-op modes for up to four players, is coming to PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. The game aims to combine realism, a large fleet of construction machines, diverse contracts, and a relaxing gameplay experience. The release is tentatively planned for 2026/2027, while a free demo will debut on PC on October 29, 2025.


The game is being developed and published by Ultimate Games S.A.

Build Your Construction Empire!

Construction Crew is a realistic simulator that empowers players to take on a variety of construction jobs and build their business, all while offering a liberating sense of freedom.

Players will gain access to a vast fleet of construction machinery, including excavators, cranes, rollers, dump trucks, wheel loaders, line painters, and asphalt pavers.

Developed by Ultimate Games S.A., the title also offers extensive opportunities to expand your construction company. You start with basic equipment, but as you progress, you’ll take on larger contracts and unlock access to more advanced heavy machines.


Gather Your Crew and Get to Work!

Construction Crew includes both single-player and online co-op modes for up to four players. Cooperation brings even more fun, but to achieve maximum efficiency, the team must properly divide responsibilities and coordinate tasks.

Get ready for a variety of construction contracts that will keep you on your toes - including building roads, highways, and parking lots; excavation and foundation work; and construction and demolition of buildings. The gameplay covers the entire project cycle, requiring players to handle digging, lifting, transporting, pouring, painting, and even clearing forest areas.



Construction Crew – Key Features:

  • Build your construction empire
  • Work solo or in co-op (up to 4 players)
  • Operate a vast fleet of construction machines
  • Complete a variety of projects
  • Maximize work efficiency

The game’s release on PC (Steam) is planned for 2026/2027. Construction Crew will also be available on PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. A free demo will launch on Steam on October 29, 2025.
Article by: Susan N.
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