About Broken Arms Games
Article by: Susan N.
In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.
Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...
What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!
Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...
STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.
GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...
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LITTLE ROCK, Ark. – Oct. 11, 2021 – To The Rescue!, the heartfelt dog shelter management simulator from developer Little Rock Games and publisher Freedom Games, jumps into the loving arms of Windows PC and Mac via Steam on Thursday, Nov. 4, 2021. The Nintendo Switch version goes up for adoption in Q1 2022. 20% of proceeds from both versions will be donated to The Petfinder Foundation to support real-world animal shelters.
Take charge of the local animal shelter to help stray pups find new and loving forever homes. In between belly rubs and sessions of playing fetch, ensure that the inner workings of the shelter are running properly. Foster a warm and welcoming environment for future pet parents to come and meet their soon-to-be companions.
Ensure people and puppers find their perfect fit by matching between four dog sizes, seven breed types, and dozens of individual personality traits for adopters and doggos. It’s a bittersweet day when furry friends leave the shelter, but the happiness on their faces knowing they’ve found their families warms the heart every time.
Taking care of adorable fuzzy butts isn’t all fun and games; there’s inevitably more to be done. Balance feeding, grooming, and exercise schedules for all of the dogs. Treat, pun intended, any illnesses that may arise to keep the pups in tip-top shape for the next game of tug-of-war. Manage shelter resources by upgrading facilities and replenishing inventory, all on a tight budget. Keep up good standing with other members of the neighborhood to keep the shelter support strong. It may take an army, but those fuzzy faces make it more than worth it.
“To The Rescue! balances the wholesome feel of a loving and cozy animal game with some of the hectic realities of running a real animal shelter,” said Olivia Dunlap, co-founder, Little Rock Games. “We wanted to pay respect to all of the hardworking volunteers running actual animal shelters and raise awareness for their profession through the power of video games!”
To The Rescue! will be available for $19.99 USD. The development team will pledge 20% of all profits from the game to The Petfinder Foundation.
For more information on To The Rescue!, check out the Little Rock Games website and join the community on Twitter, Facebook, Instagram, and Discord.
https://www.youtube.com/embed/nJjPP-AzuxQ
Little Rock Games is a community-based tabletop game development studio and To The Rescue! is their first digital project. Focusing on making projects that emphasize local, ethical, and impactful elements, the studio aims to raise awareness of social issues as well as donate to organizations whose work inspires the subject matter of their games.
To learn more, check out the official Little Rock Games website.
Freedom Games is a publisher dedicated to offering best-in-class services to partners and providing players around the world with unique and memorable experiences. With over 50 years of combined industry experience at the executive level, Freedom Games seeks to leverage its expertise to facilitate great games and even better publishing experiences.
For more information, visit the official Freedom Games website.
Article by: Susan N.
Estimated reading time: 8 minutes
City of Gangsters is a mafia management simulator that is simple in design and quite addicting. It is not to be confused with Omerta - City of Gangsters which is also a simulation game set in the same era. While there are similar elements, the combat system in this title is not part of the core experience. Overall, City of Gangsters has a solid foundation. It will be a great addition to the mafia simulation genre but it needs added features to knock it out of the part. Either way, I'm here for it.
Unlike Empire of Sin (reviewed here), which tried to fit into too many boxes, City of Gangsters is simple. As the new mafia boss in town, players begin building their reputation by buying and selling products. At first, the gameplay loop is a bit slow because players need to manually do this, but as time progresses, that task can be delegated. Either way, players need to supply their production. And without supply, production halts, causing players to scramble for money in the early game stages.
In City of Gangsters, players build their reputation through word of mouth. This is achieved through calling in favors as their reputation builds with a character. Favors are represented by tickets which are used for introductions to helpful characters or starting a front for your empire. Each of those actions uses one ticket. If players use a ticket for an introduction, then a new building will be revealed on the map. However, if players use the reputation to turn the person's business into a front, then players will likely pay a monthly fee. This is how players begin to expand their empire.
Over time, players need to add members to their crew. This is so that automatic transactions can be set up, and the mafia boss can focus on bigger issues. And by bigger issues, I mean protecting their new empire from rival crews and pesky police. Thankfully, this hasn't hindered my game too much. Perhaps they will be a nuisance later, but my empire will crumble from lack of supply before that happens!
As players progress through the game, they are able to level skills like fast driving or dealing extra damage. Instead of bogging down the gameplay with too many elements, City of Gangsters keeps it simple. Players click on which skill they want to upgrade and it's done. They don't need to worry about outfitting armor and weapons to characters like in an RPG.
Another interesting feature that City of Gangsters has over others is vehicle maintenance. Most of the time, players pay a maintenance cost as part of their empire expenses. In City of Gangsters, as your car breaks down, players must head to a car shop for repairs. However, players aren't told this until the car begins to breakdown. Thankfully, they are given the time to find a shop before significant damage is done. I believe it took about 15 turns to find a repair shop and the car was only at half health.
Unlike Empire of Sin where players can level individual crew members, City of Gangsters takes a simple approach to combat. Players start with a baseball bat as a weapon, but they can buy others to outfit their crew members with. Where most games have separate screens dedicated to combat actions, this one doesn't. Everything can be seen and executed through the overhead map. And when players drive into the range of an enemy outfit, either they will take damage immediately, or they can initiate a fight through dialogue. Since City of Gangsters is not really meant to be a combat-focused game, I'm glad that this is how combat is managed. It doesn't take away precious management time. After all, we're mafia bosses, not common street thugs!
Since we were given an early press version of City of Gangsters, I found that the graphics are not fantastic. It really has the indie impression down to a tee, and that isn't a bad thing. City of Gangsters is a top-down management simulator where players need to delegate tasks more than anything. It gets the concept of management sim right. Sure, it would be great to have better graphics, but it's not inherently required. Nor should it. Personally, I would just like a little bit more variety in this regard.
When driving around the city, I found that the vehicle pathing is strange. A player could click to move from one corner to another that is two blocks away. The game will sometimes take an indirect path, thereby wasting movement points. While this isn't an issue at the outset, I can see this being complicated in late gameplay. It could potentially be an issue if players are evading pursuit from cops or enemy crews. In fact, there were a few times where my car drove through enemy territory, causing me to be attacked! Shesh.
Let's talk about the clean UI for a bit. On the left side of the screen are buttons that display various useful overlays. Players can view information overlays like recent transactions, police precincts, and respect. Next are resource overlays that display the item and ingredient locations like hops, bottles, and weapons. Finally, players can review report dialogues. It contains data on their finances, crew list, fronts and territory, crew skills, rival outfits, notification history, and missions.
Along the top bar, players see total crew members, total vehicles, available parking spaces, and total cash. One thing to note about the cash is that the amount will display the total cash. This is important because some money has to stay at your safehouse for upgrades.
On the right of the screen, players see crew members out in the field, fronts they own, and scheduled deliveries. From the right display, players are able to add delivery routes so that their empire can run. I assume that over time, this display will grow as players add more crew members to their outfits.
Unfortunately, City of Gangsters has lackluster music and audio design. This isn’t really an issue but since the graphics aren't amazing, I had hoped that players would get something out of the audio design. Not only is music and audio important for setting the tone of the game, but the only ways players know about the prohibition era are from trailers or the title screen! Beyond that, there is one core music loop that endlessly repeats and it gets tiresome after extended gameplay periods. In fact, the music doesn’t change when entering a rival crew’s territory nor when police are on high alert. To me, adding a little bit extra by changing the music up would be a tremendous addition to City of Gangsters.
If that wasn't enough, there also lacks voice acting in the game, and City of Gangsters is strictly a text-based game, I suppose that is less important, but come on. Give us something! This would be less of an issue if the dialogue had more punch and was witty, but it isn't. The writing is also generic and it is one element that Empire of Sin has over this title. And while the game isn’t focused on the audio, I’m disappointed that there isn’t more that lends itself to the 1920's feel. Overall, this title could really use a bit of seasoning.
● Simple UI
● The game has a simplistic design
● Doesn't try to push too many gaming elements into one
● Empire expansion is done through introductions from people you know
● Doesn’t require a high-end gaming computer to run
● Combat is simple, allowing focus on empire management
● No tutorial
● Local Saving Only (for the time being)
● Music is Repetitive
● No Voice Acting
● The car pathing is odd
● Unsure of the barricade purpose since they don’t appear to hinder anything at this stage
● Pre-generated maps make the game a bit predictable
I really enjoy City of Gangsters because it doesn’t try to drown players with too much at once. However, it is missing some features that could really go a long way in making this title spectacular. Yes, it is still in the early stages of development as the retail version isn't releasing until later this year, but right now it needs some more features and elements. Otherwise, it could fall into obscurity as 'just another management simulator.' I hope it doesn't end up like that.
I look forward to the full release of City of Gangsters because it has a solid foundation. City of Gangsters is an easy game to load as the maps are randomly generated and not graphically intensive. However, some of the travel pathing could be cleaned up, more music loops added, and it could use a tutorial. Once some of those features are added, then this title will be able to stand firmly with others in its genre. It's just not there yet. So, keep your eyes on this one because there could be a new Mafia boss in town!
Score: N/A
Estimated reading time: 6 minutes
My character begins her journey from her home computer. I decided to take on odd jobs so that I had a financial buffer. Once I started my business, I fell quickly in love with StartUp Panic, because of its nods to the beginning of the tech boom. I'm talking about a familiar and trusty paperclip - our helper in Microsoft Word. 'Clippy' would explain how to use different features as it recognized input patterns. While many may have blissfully forgotten about 'Clippy' from Office 97, I appreciated this addition.
Some players might have stopped there, having remembered the early days of computing before Microsoft employed malware-like practices in the launch of Windows 10 - but I digress. The memories of Clippy and the simpler times made me appreciate StartUp Panic.
StartUp Panic is an indie management simulator that amused me. My amusement stems from the subtle nods to things I grew up with. I absolutely adore this title even though I find it boring over time - which in no way speaks to the overall score. But, I can only handle so much of a management game before I am bored.
The game has a couple of levels of strategies that players need to pay attention to. At the outset, it is important to work on odd jobs to make money. These vary in difficulty as you hire more employees and allow for players to turn a profit even if your company is in the red for a time.
An important aspect to pay attention to is the rating your company has in each of the features developed. So, if your rating in the tech tree is less than 6 points, then you’re company is spending more money on maintenance than it is bringing in. For players to make a profit each month, they will need to make sure each feature is profitable. Sometimes this means hiring or training more people with higher skills to do a post-mortem on their features.
Take on odd jobs to keep a positive financial balance
Market your product in other countries
Make deals with investors and stay out of debt
Advance your services in the tech tree
Manage character salaries and stress levels
Manage employee vacation time and train them
Upgrade the office with shinies!
Buy traits to cut costs and provide extra perks
Don't get kidnapped!
When a player takes on new contracts for cash or when they are developing new features on their app, a popup will present itself. On this popup will be three bars that represent Technology, Usability, and Aesthetics. The employees you assign to a job should have high enough stats to fulfill the requirements of the task. For example, using an employee with a high score in technology will not be useful to a t-shirt design job. When players are working on their own app, they will have to be mindful of what stats are most beneficial to the task. Regardless of the total stats, the sliding bars have to equal 100%. This does not change despite the number of workers nor the stat level. Those two aspects will help the overall success rate of the task but don’t change the difficulty level for the player.
StartUp Panic is an indie game that is well done. It has a realistic feel without too much focus on graphical fidelity. If I were to scale StartUp Panic like we do in-game, I’d devote 45% Technology, 35% Usability, and 20% to Aesthetics.
Players must use all the icons to gather information and graphs about their company and its rivals. There is a tech tree, a trait tree, and a decent amount of micro-management. One of the useful elements in StartUp Panic is the international map. So long as players have a rough idea of the population size and country location, they can aim their marketing to those areas. And because information and options are placed under menus, the UI is minimalistic. If players want to access the vacation option, they have to click the employee menu, then the employee list. In my opinion, it would be easier to have a popup on the individual characters
Algorocks cleverly placed several nods in StartUp panic from the Windows 95 era right up to the present day. I like some of the graphical choices in StartUp Panic like the cat that sporadically pops out of the filing cabinet or the computers that display images. Sometimes the computer will look similar to Adobe Photoshop and one is the old blue screen of death! It’s little details like these that I genuinely enjoy about this title.
StartUp Panic had me smiling from ear to ear for multiple reasons. Apart from the nods to the old version of Windows and the references to Clippy going on a date with ‘Seri’, I found another reason to be happy about this title. Early on players are introduced to a musician named AIYU. I was ecstatic at the reference of a real Japanese star in StartUp Panic. I have no idea if this was a deliberate choice but AYU, the shortened name for Ayumi Hamasaki, is a famous Jpop artist. She has released 17 studio albums, several live albums, and over twenty remix albums. This addition definitely increased my enjoyment of StartUp Panic. I was invested in this title - playing it longer than I would normally devote to a management simulator.
StartUp Panic certainly has its charm, but I personally found myself bored over time. Once you know the system of the game, it isn’t too difficult to keep yourself in the green. I would love to have had rejected investors cause more problems (depending on their status / position) or something a little more challenging. As such, I give StartUp Panic an 8 out of 10. It has a lot of merits and plenty of fun for a few hours, but there isn’t a ton of challenge or replayability, in my opinion. Its predictability became a bit of a hindrance even though it's a fantastic game.
Score: 8 / 10
This character-driven, noir-inspired game puts players smack dab in the glitz and glamour of the roaring 20s, all while working behind the scenes in the gritty underbelly of organized crime. It’s up to you to hustle, charm, and intimidate your way to the top of the pile and do whatever it takes to stay there. Empire of Sin’s gameplay is structured around three pillars:
Roleplay: Choose one of fourteen unique bosses based on fictional and real-world gangsters, then set out to build and manage your criminal empire in Chicago’s infamous Prohibition era. Go to the mattresses as Al Capone or Goldie Garneau and send the rest of Chicago’s underworld to sleep with the fishes!
Empire Management: Build your Empire of Sin and run Chicago’s underworld economy with business savvy, brutality, or city-wide notoriety. Strategically manage your establishments such as speakeasies, supply chains, casinos, and more.
Turn-Based Combat: Assemble a killer gang from Empire of Sin’s more than fifty recruitable gangsters and slug it out in turn-based combat to defend and expand your territory – or send a message to opposing gangs.
“Empire of Sin is a labor of love, a game I’ve wanted to make for 20 years," said Brenda Romero, game director, Romero Games. “If games are about wish fulfillment, anyone who’s ever wished to run a criminal empire is in for a treat. We designed the game to put you right there in the thick of the action, at the very beginning of Prohibition. It goes without saying, but I’ll say it — the Empire of Sin team can’t wait to get this game into players’ hands.”
“Empire of Sin is the perfect video game cocktail: it fuses together the strategy and management gameplay that Paradox is known for with new flavors like turn-based combat, all set in the meticulously recreated world of 1920’s Chicago,” said Ebba Ljungerud, CEO, Paradox. "Bringing this ambitious project to the finish line has been a wonderful collaboration with Romero Games, and we’re thrilled for players to take their first steps into Prohibition today!”
Purchase Empire of Sin today at the links below. In addition to the base game, there are additional pre-order upgrade packs that contain a wide range of perks. Wiseguys who want to outfit their Empire can grab the Deluxe and Premium Editions that include stylish cosmetics, recruitable crewmates, weapon sets, and more.
PC and Mac (via Steam): https://store.steampowered.com/app/604540/Empire_of_Sin/
PlayStation 4: https://store.playstation.com/product/EP4139-CUSA17732_00-EMPIREOFSINEU001
Xbox One: https://www.microsoft.com/store/p/Empire-of-sin/9NN7NF8N5Q5C
Nintendo Switch: https://www.nintendo.com/games/detail/empire-of-sin-switch/
Join the family on social:
Official Website: empireofsingame.com
Facebook: facebook.com/EmpireOfSinGame
Twitter: twitter.com/EmpireOfSinGame
Paradox Interactive is a leading global publisher of strategy games for PC and console. The company has developed and published a world-renowned catalog stretching back to 1999, with players hailing from all around the world.
The publisher’s steadily-growing portfolio includes firmly established franchises such as the critically acclaimed Europa Universalis, Crusader Kings, Hearts of Iron, and Stellaris series created by Paradox Development Studio, the Age of Wonders series created by Triumph Studios, as well as award-winning titles such as Cities: Skylines, Pillars of Eternity, and more from a network of partner studios. Paradox is the owner of the World of Darkness IPs and is publishing Vampire: The Masquerade - Bloodlines 2. Today, over four million people play a Paradox game each month, and the number of registered Paradox users is over twelve million.
Paradox’s head offices are located in Stockholm, Sweden. Our development studios are located in Stockholm, Malmö, and Umeå, Sweden, in Delft, The Netherlands, in Seattle, Washington, and in Berkeley, California. We share a passion for gaming and gamers, and our goal is to provide deep and challenging games with hours of gameplay and endless variety to our ever-growing community.
For more information, please visit our forums and follow us on Facebook, Twitter, and Instagram.
Comet sighted!
That said, let's talk about the game itself. Rise of Industry has a couple of features that I do really enjoy, even if they were also features that bothered me. First up is the tech tree. Now, some management style games have a tech tree style of progression, but their time frame is not infuriating like I find this one to be. Tier 1 requires only 60 days. Tier 2 takes 120 days. Tier 3 is 540 days to research new technology. Keep in mind that the number of days listed is per research item. Minus the first three choices which are freebies (hallelujah), if you want all of the produce unlocked at tier 1, it would take more than 400 days of time! Yikes! Now, don't get me wrong, time does need to pass for things to be researched, but the time it takes to complete a couple of research tiers gets to be so long that just thinking about it makes me feel like *I* will be bankrupt before progress can be made. Even with the ability to increase the game speed, the time length still seems bonkers. However, the idea behind unlocking certain features has its appeal. Especially considering that to win the game, players have to build one of the two major items (the computer or a car). This is the ultimate goal of the game.
I also like the fact that players can bid on auctions to get contracts. This feature allows players to feel like this world is realistic. In one playthrough, I was sending a neighboring town a large amount of food because they had a massive shortage. While the map didn't reflect any kind of flooding or infestation, the fact that this is included in the game made it feel a little more realistic. Make no mistake though, I did have a playthrough where some of my crops were plagued by bugs and I have no idea how I should have eliminated the problem. (This was also in the playthrough that I went bankrupt. I wasn't streaming at the time it happened but I did stream stream that particular city and it was well on its way to failing before the end of stream.)
Before talking about the graphics and UI, I did receive a game code for both the base game and the newly launched DLC titled 2130. It is considerably harder given that 2130 has a completely different style than the base game. It is set in the future where pollution has overtaken the area. Humans have destroyed their planet from pollution. (A point that is highly relevant in today's society.) In 2130, players research different algae types and sell those in place of normal food types like vegetables or wheat. In order to harvest the algae, air purifiers have to be placed first. That said, not all buildings operate with no pollution. Some of them require there to be air pollution to filter out the necessary nutrients for other uses. Most notably, players will need some of these strains to create medication for the citizens.
In the bottom left is a bar that shows a bunch of monetary figures. At first, this bar was confusing. Once you click on it, then you see that on the left side it shows the previous months expenses. This shows the totals for transportation, upkeep of buildings, and profit generated. The right hand figure shows how you are doing for that month, which I found oddly deceptive. The total money you have is listed in the middle and occasionally that figure would drop. That is true even while I was generating profit according to the current monthly figures. I'm not sure why it is displayed this way because it just didn't quite work well for me (despite having dealt with basic accounting in real life).
It’s clear this unique ‘Playful Programming’ premise has struck a chord with many management game fans around the world with over 57,000 tutorials completed and 88,000 achievements (commonly known as badges) in-game unlocked. The infographic accompanying this press release has more delightfully colourful insights."The response to Autonauts has been just phenomenal. We want to thank everyone for supporting the game, not only since its launch on Steam but also back in the old pre-pre-pre-Alpha days on itch.io," said Denki's Creative Director Gary Penn.
My dev bud Aaron and I are amazed by what players are doing with Autonauts: some cunning script ideas, some lovely-looking worlds and some surprising bugs, which we're fixing - and acting on suggestions, too. We're also working on lots of fab new ideas for free future updates, like more technology, machines, structures, vehicles, resources and a whole new Age for the game. We'll share more about all that Autonaut-y goodness real, real soon. Cheers!
Above the machine list are four buttons: move, duplicate, recipe, and turn camera. The move button allows players to move whole sections of their automated machines, instead of having to individually click on them. Duplicate is self-explanatory. The recipe button shows players what ingredients are needed to complete an order, though it does not tell you what machines are need - something that needs to be figured out by the players. Lastly, there is the turn camera option which twists the camera 45 degrees on the right then left and back to normal again. To me, the camera option is the most useless feature, but I digress...
When players are fulfilling their objectives, there is a drop-down menu on the right side of the screen which displays useful information like Power Usage, On/Off, Bacteria, Fire Hazard, and Infestation Hazard. All of these display options help determine the success rate of kitchen designs for the player, which is incredibly useful for later levels where some of these kitchen issues are introduced.