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Showing posts with label Life Sim. Show all posts
Showing posts with label Life Sim. Show all posts

Robots Replace Humans in Satirical Dystopian Time Management Life-Sim

July 1st, 2026, Cartagena, Spain | The Spanish independent studio Palitroque is happy to announce that their satirical dystopian time management life-sim Dystopicon will release on Steam this July 27 at a price of 7.99 USD with a 15% off during the first 2 weeks. The game is set in a retro futuristic world where robots replaced humans at work. You are a Class-2 citizen who gets a new home from the government and assigned to do a simple job: watch TV to earn your salary, and with it, buy the services you find convenient to survive and stay entertained. Would you choose to be a loyal citizen or a rebel against the system as you progress in different scenarios uncovering more about how the world works? Keep in mind that your actions will have consequences, and they will lead you to 14 possible endings.


FEATURES 

6 Different Scenarios:

  • Start the story mode as a Second-Class Citizen, living in a room provided by the government. Progress until you become a Party Citizen or end up in the re-education camp, across 5 different scenarios and an additional secret one.
  • Each scenario reveals new information about this dystopian world and forces the player to rethink their strategy by introducing new mechanics and situations.
  • Will you be able to discover what lies beyond the four walls of your home?

Challenge Mode:

  • Your objective is to save enough money to leave that room. Do you dare to try?
  • No daily news, no distractions—just you against yourself.

14 Possible Endings:

  • You may survive however you choose:
  • Remain an obedient citizen or rebel, but keep in mind that your actions will have consequences.
  • Become a state bureaucrat or get involved in a terrorist attack. Follow the instructions to the letter or hack the system to deceive it.
  • Anything can happen—who knows? You might even win the lottery… [insert canned Laughter]


About the Developer:

The motivations and story behind Dystopicon

The project started in 2018 in a very modest way by Juan Felipe Molina, with a prototype on Itch.io and third party assets from the Unity Asset Store. Over the course of about 12 months, he expanded the story and gameplay loop, testing what worked and what didn’t. That first version achieved the mark of 12.000 downloads.

For many years he received very positive feedback about the game, and it seemed that people enjoyed it, but he didn’t have the time to dedicate to it professionally. In November 2025, Juan Felipe left his job and decided to professionally release Dystopicon on Steam.

“I have always loved dystopian stories and I am a huge fan of the great classics, especially the works of Philip K. Dick. In his novel Ubik, the protagonist has to insert a coin into different household devices in order to use them, and I really liked that idea.
I needed another mechanic to justify why the player would earn money, and I started thinking about TV and social media, and how they keep people glued to screens. What could be the next step? Getting paid for doing exactly that!

Once I had those two elements (being paid to watch TV and using that money to buy services), I started building the rest of the game.

I eventually finished the prototype with a 28-day gameplay loop where the player had to survive by watching TV and reading daily reports sent by the government.

Then the pandemic arrived, and people found themselves locked at home, watching screens, and in many cases receiving government support to help them deal with the situation.” - Juan Felipe Molina (Game Director and Lead Developer)

The mechanics had already been thoroughly tested, the story worked, but the 3D models lacked personality. That’s why Juan Felipe hired Xenia Almela, a 3D artist who gave the game the visual identity and personality it has today. In addition, Mario Alba, a 2D artist who had created a series of comics for the original game, agreed to create many more for the final version.

Thanks to all of that, Dystopicon was born and will be released as a commercial product.

Article by: Susan N.
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Be a Virtual Avatar in New Life Sim Project; Virai: Doomer's Life Escape

Chișinău, Moldova — July 1, 2025 | RIK ANIMATION Studio and boddiul have announced the release window for their psychological horror title, project; VIRAI: DOOMER’s LIFE ESCAPE, set for Q4 2025. A new animated trailer is now available, revealing the game’s release window. A playable demo is also already available on Steam.


project; VIRAI: DOOMER’s LIFE ESCAPE is a Life Sim RPG that blends visual novel storytelling with psychological thriller elements. Players dive into the life of a shut-in girl, Hicha, whose only reason to keep going is her virtual avatar, Virai — who may not be what she seems. It's up to them to help Hicha escape her depressive nightmare before it consumes her completely.

The game is a mix of OMORI and Needy Streamer Overload, exploring themes of parasocial relationships and the blurring of lines between real and virtual life. The developers experiment with the game format in a style similar to MiSide.

Players will explore the emotional world of the protagonist through several visual styles created by artist RIKANI (known for her work on the game An alt girl for skoof). Begin in Hicha’s bleak 2D pixel-art reality, then immerse yourself in the surreal 3D virtual world of VITA. Uncover its secrets — and decide how Hicha’s story will end.
 
«This game is inspired by my personal experience as a YouTube content creator and my struggle with mental illness» says RIKANI, author of the idea and artist.


Key Features

  • Hikikomori Life Simulation: step into the anxious Hicha’s life — experience the health-destroying routine within the gray walls of Soviet panel architecture.
  • 10 endings: from total collapse to liberation — your choices define the fate of the heroine. Each ending offers a different level of psychedelic immersion into alternate realities.
  • ARG Quest: a sea of mysteries in Virai’s world awaits the most curious and attentive players, going beyond the virtual space.
  • 10 tracks by various indie post-punk artists hidden throughout the game, enhancing the atmosphere of doomer music and deepening the emotional impact of the game.

Languages Supported: English, Japanese, Brazilian Portuguese, Latin American Spanish, and Russian. More languages will be added in the future.

About RIK ANIMATION

RIK ANIMATION is an independent animation studio founded by artist RIKANI. The studio specializes in creating animation in the style of Japanese anime and the production of commercial promo videos. Their debut game, An alt girl for skoof, gained significant attention online. 

project; VIRAI: DOOMER’s LIFE ESCAPE marks the studio’s first fully original title based on an in-house concept. RIK ANIMATION is responsible for the game’s overall visual identity, game design, and narrative direction.


About boddiul

boddiul is an indie developer from Moldova with a background in creating experimental game prototypes for various game jams. This collaboration with RIK ANIMATION is his first commercial release. He is in charge of the game’s programming and game design.

Article by: Susan N.
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On Your Tail - PC Review


On Your Tail by developer Memorable Games and publisher Humble GamesPC(Steam) review written by Mike with a copy provided by the publisher.
 
Estimated reading time: 7 minutes

“One that is wise to wait, has no hurry” 

Humble Games has published a wonderful title with the development team at Memorable Games focused on the protagonist Diana Caproni as she hones her writing skills learning empathy, overcoming apathy, and meeting a slew of characters in the world of “On Your Tail”.

We start the journey in Turin Italy. Diana is listening to her teacher, Professor Vecchi, over a conference call as discussion regarding the topic of talent springs up. Lost in thought, Diana is quickly brought back on track as Professor Vecchi will be one of the judges in an upcoming writers competition Diana has entered. Professor Vecchi is concerned about the lack of emotion and feeling in Diana's writing. Though well structured, her writing tends to come off as if written by Artificial Intelligence: emotionless and lacking in his expectations of her potential skills.

The blunt and honest feedback is our first hurdle as Diana has to decide on what response to give her professor via a choice tree format. This mechanic will pave the way forward into the world around her.

The criticism weighs heavily on Diana and the discussion carries on as the Professor reassures her that his intentions are not to diminish her efforts but to provide some feedback on areas to improve.

After the conversation wraps up, we are awarded a "player card" giving information on the person we just had an interaction with, as well as one of Diana herself. These cards are stored alongside the other, at this time of writing, eight hundred and thirty one cards you will be discovering along the way stored inside the "Mind Palace" of Diana. Cards will range from culture, leisure, characters, and more. Information and background is written on each card giving insight to each topic discovered.


A bit of self pity and moping over criticism later, we rise up from the desk and begin the adventure before us: to get more experience in the writing field. Setting her sights on Borgo Marina from a postcard her Nona had collected in the past, Diana takes her trusty “Vispa”, a reliable non-trademarked Scooter, a pilot jacket, and starts her adventure.

I found myself immediately enchanted by the music emphasizing the world around me, drawing the player in with a very suitable and melodic score. Sound design of captivating a first impression lands me optimistic in what I will discover in the lands ahead. Voice acting is a series of reactive noises such as grunts and gasps. Conversations are dialogue driven with unique character art and silhouettes in place of some lesser important roles. The presentation is subtle but not a fully voiced ensemble for the characters. This is not a negative aspect however, as the attention remains on writing and keeps one focused on the information being gathered as the story is unfolding.

After a small tutorial on how to operate the Chronolense, a magical device left to Diana from her Nona, you are deducing a crime scene layout to aid in retrieving important clues. Diana's first case is aiding a feline graduate find her car keys, which opens the pathway down a peaceful coastal trail to some abandoned railway tracks. Fate takes a turn as the train tunnel is longer than anticipated and Diana arrives later in the evening, managing to wrangle her Vispa up the path to Borgo Marina amid heavy rainfall. 

Crashing in an attempt to not collide with a shadowy figure in the night, she is rescued by Orlando De Montoni and given a place to rest. After a brief introduction to Orlando's wife Beatrice, Diana is informed the shadowy figure she almost ran over was a thief stealing from the couple's villa. Being ever the optimist, Diana takes on the investigation in order to improve her writing skills amid a burglary mystery in the township, aiding those effected and bringing the criminal to justice as an amateur investigation journalist.

A good thing to keep in mind is that you are primarily here for a holiday escape. You do not play the role of Batman, but a laid back and social type of Bruce Wayne, without money, or Bat-mobile, or Bat anything really. Point is, the game is centered around social interactions and experiencing the world around you day to day, all while aiding in a mystery plaguing the townsfolk as a side objective.

Reminiscent of the area of Cervia Italy, the landscape and architecture show love and care placed into every texture and model depicted along the way. The coastal view is a simple and sweet setting giving off the allure of a peaceful and reserved town. 
The foliage is well made with unique plants and flowers decorating the areas, making the town feel alive and flourishing with personality. The stone walkways and architecture shine vibrantly as the design team clearly did plenty of research, and I found myself admiring the many paintings and art on display throughout the world. Classical paintings recreated in the anthropomorphic style to fit the animal-like depictions was a beautiful touch to the game environment.

Some of the vegetation and fruits can be collected on a daily basis, once you acquire a shopping bag from a local shop near the photography studio along the beach that is. Collecting raw ingredients prompts a mini-game where accuracy is key as one missed click will cause Diana to collect nothing and need to wait for an in-game day before attempting to harvest again.

Events unfold as you inquire more with the local residents on the recent thefts, from meeting love interests to finding a place to stay in town, discovering pass-time activities, fishing, and even photography. Within the second day I was slinging gelato, delivering parcels for the post office, and found a great joy in the restaurant mini-game to earn currency in the township for various purchases. Skipping stones and playing Marbles on the beach with locals between traveling around the township sets the laid back mood of easing into a fine finished presentation about a holiday adventure without the constant bearing down weight of the thief mystery. Patience is key in this game as things will take time. It's good to sit and reflect every so often.

I found myself finishing important dialogue with characters only to check in on side jobs. I was eager to earn more lira to buy fresh groceries, allowing me to experiment with the kitchen mini-game to perfect certain foods and drinks. You will need to read a recipe book or two in order to unlock certain dishes though. Maybe it will impress Diana's love interest if I manage not to spill all of the coffee, or burn it by accident. Progressing into the days ahead unveils more investigations all around the area, and events to take part in as you enjoy your escape into the lives and mysteries of the residents of Borgo Marina.

The controls of the game are simple and sweet with a polished user interface, where the graphical presentation has moments of the gameplay feeling as picturesque as a cutscene. The travel around town is by foot, or hoof as the characters are anthropomorphic. With the trusty Vispa out of commission early on, traversing from one location to another is often times met with a casual stroll amid the infrastructure and buildings or a sprint that at times feels like a gentle jog. Once you earn enough Lira the rental boat becomes a seaworthy form of transportation, however the length of time in-between islands is a test of patience as there is no fast travel option for the player to speed through the fairing of the sea. Inverted steering will be a test of skill for many climbing aboard their boat for the first trip.

With it's slight drawback of rendering and optimization issues that are being patched by the development team on a regular rate, any issues encountered will be nothing but a memory as the team behind the title have put hard work and dedication into a fully fleshed out release.

Some will dive right into the Adventure/Puzzle solving aspects with absolute ease as there are times even when I felt lost; the gameplay did little to hold one's hand but felt rewarding every time a mystery or investigation was solved in succession.


In grand summary, “On your Tail” lands in a special place of my heart as it has enough charm and content to draw in even hard-set players of different genres, enticing the discovery and deduction skills of a amateur investigator. On Your Tail presents it's traits to an adventure game appeal to keep the pace and experience, always yearning to unravel more about the world ahead of you.

Pros: The Game feels whimsical and easygoing, a pick up and play for casual and advanced mystery solvers with a keen eye for clues and deductions. Development team is releasing patches and fixes on known issues very swiftly, truly a labor of love title.

Cons: At times the camera controls can lead to complications and jolty movements, some barriers of invisible walls are a small setback to the full game experience.

On Your Tail lands a wonderful 8 of 10.


Score: 8 / 10
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Natsu-Mon: 20th Century Summer Kid - Switch Review

Natsu-Mon: 20th Century Summer Kid by developer Millennium Kitchen Co., Ltd. & TOYBOX Inc. and publisher Spike ChunsoftNintendo Switch review written by Jim with a copy provided by the publisher.

Estimated Reading Time: 4 minutes.



Going into Natsu-Mon I wasn't sure what to expect. I watched the trailer and knew it was about a ten-year-old boy on summer vacation and from what I saw it looked like a mix of Harvest Moon and Animal Crossing, two games I enjoy, so I had to try it.


You play as Satorua, a ten-year-old boy who is the son of a circus ringmaster. Satoru himself is not part of the circus as his parents are letting him choose his path in life. The next stop the circus makes is a small town called Yomogi Town. Satoru will spend all of August there from the 1st to the 31st. As the title suggests the game does take place in 1999

The game starts slow and I wasn't sure what I was supposed to do even though the tutorial does a good job of telling you how to play. It turns out that you can do just about anything you want from the start! There's lots to see and do. You can explore the open world map, catch bugs, talk to town folk, go fishing, go on little and big adventures, and even play detective with other kids. The adventures you get into are like quests. Completing a big adventure will give you a sticker that will add to your stamina. Stanmia lets you run faster and climb higher and one of the first adventures you get is to climb to some of the highest points on the map you will need these stickers if you want to complete it but again the game gives you the freedom to do what you want so if you don't feel like doing it you don't have to.


There's lots to see and do. You can help the museum with rare bugs, fish, and artifacts you can find buried. You can play and help little ghost girls, unlock scenes with the other characters, and even help make new fireworks! One of the things I truly didn't understand though was every morning you can do a radio exercise with the townspeople at the shrine and all it is is a long cut scene of everyone doing the excursies. You can move the camera around but it's best just to skip it or at least that's what I did. You do get a stamp for doing it and I haven't figured out what they are for.

There are 200 different kinds of bugs to catch luckily the game shows you ones you haven't caught before by putting a white circle around new bugs. I am glad that it has this or I would be wasting a lot of time trying to catch every bug I see. There are fewer fish and this is a good thing as I found fishing in the game to not be as fun as I expected. You fish by finding a spot near the water and then pressing a button to open the fishing menu that lets you pick what bait to use earthworm or crab if you are fishing in the ocean if you want to use a float or sinker and then you wait for a bite and hit the A button and that's it. It's not fun at least to me.


What I did enjoy about the game is it always seemed to add something new. I was less than midway through the month when new people came to town and was able to get my fortune told which tells you where events will happen that day or where is a good place to find rare items, bugs, or fish. I was also able to raise pigs! Although the game is non-violent you do get an acron gun that lets you shoot acorns. You will use this for some puzzles and if you see a pig that is wild or belongs to the shrine caretaker whose name is shrine dude you have to shoot them with an acorn to knock them out.

The game time passes at a decent rate but there are options to slow it down. I left it at default and it felt like it was a good amount of time. First thing when Satoru wakes up he will come down for breakfast, sometimes the characters will chat and hints will be given on some events. After you're free to do as you please until some time passes and it's evening and you are called in for dinner. If Satoru does something new that day or finds a rare bug or some such thing he will tell everyone about it at dinner. After dinner its night time where you can explore some more but only a limited area. It won't let you go too far on the map and you can not go swimming in the ocean at night. If you don't get to bed before 10 pm you will go to bed automatically and miss the next day's radio exercises. If you are trying to get every stamp for the month then you won't want to miss it. At first, you don't have a clock but you will get one if you keep playing and find it.


Whenever an event or when Satoru finds a new item or catches a new type of bug or fish you can have him draw in his journal. The picture he draws all looks like it was done by a child with either crayons or colored pencils. Then you can pick one of three things for him to write. A short, medium, or long summary of what happened. This little detail makes you feel like you're playing as a child.

I enjoyed my time with Natsu-Mon: 20th Century Summer Kid. It was relaxing, laid back, non-violent fun I look for now and then. There were some funny moments and there's just so much to do and see in the game that I feel like I will have to play through it a second time to see everything and I know there are places on the map I haven't been to as they have mentioned places I haven't been to. It's also a lot longer of a game than I thought it would be and I loved every minute of it. I went into the game not knowing much about it and came out with being surprised at how much I liked it. I will be looking and hoping for more of the series to come out here.


Score: 8 / 10



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