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Showing posts with label Metroidvania. Show all posts
Showing posts with label Metroidvania. Show all posts

Constance by Blue Backpack Gets a Nintendo Switch 2 Release

Cologne/Berlin, Germany - June 9th, 2026 | Blue Backpack and co-publishing partners ByteRockers’ Games and PARCO GAMES are pleased to announce that their critically acclaimed 2D hand-drawn metroidvania, Constance, is coming to Nintendo Switch 2. Players that own the game on Nintendo Switch will receive an upgrade to the Nintendo Switch 2 version for free.


The Nintendo Switch 2 version of Constance will feature an improved performance mode running up to 120 FPS, an improved quality mode running at 1440p resolution, new and improved audio and integrated achievements.
 
Constance has been hailed as among the best in the genre and won comparisons to the likes of Hollow Knight and Celeste. You can transform into paint to dive into the ground and walls, slice through the air and enemies, and utilize an array of unique brush techniques to experience a constant state of flow. Become stronger by unlocking new brush techniques, defeating threatening foes, overcoming platforming challenges, and solving complex puzzles to advance your progress as you uncover Constance’s past! Help her understand her personal struggles, unlock her creativity, and find her inner purpose. 

Explore 6 unique biomes in Constance’s inner-world, with each region featuring its unique set of enemies and characters representing different aspects of her psyche and personal history. Uncover countless secrets, multiple paths, deadly boss battles, characters, side quests and collectibles in this nonlinear interconnected inner-world.

What critics are saying…

“...a true work of art” - 9/10, DailyNintendo

“...among the best the metroidvania genre has to offer” - 9/10, 4P.de

“...a game that stays with you” - 90/100, Hobby Consolas

“...an easy recommendation ” - 8/10, Nintendo Life


Blue Backpack


About Blue Backpack

Blue Backpack is an independent developer and publisher for narrative driven games. Based in Berlin and Cologne, Blue Backpack is currently working on two games: Constance and The Berlin Apartment.

About ByteRockers’ Games

Berlin-based development studio and publisher of indie games that loves to rock n' roll. Currently working on the code-based bullet hell Net.Attack() and a space-themed mining simulator named Exovia, the company has a long track record of releasing quality games since 2018. As publishing partner and proud resident of the German games capital, supporting small teams with fresh ideas has become the signature of ByteRockers' Games, who make a point to show face at local events of all sizes and even take on the role as industry advocate with the politicians and media in town.

About PARCO GAMES 

PARCO Co., Ltd. has launched a new business venture to apply its unique discernment and creativity cultivated in the fields of fashion, entertainment, and art to the gaming industry. The company has made a full-scale entry into the game publishing business and established a new label, “PARCO GAMES.” 'PARCO GAMES' serves as the umbrella brand for PARCO's game-related businesses, incorporating the newly added publishing division. Through events, collaborations, and in-store promotions at PARCO retail locations, the company aims to comprehensively and globally advance its game business.


Article by: Susan N.
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Clockwork Ambrosia - PC Review

Clockwork Ambrosia by developer Realmsoft and publisher OI games - PC(Steam) review by Richard with a copy provided by the publisher

Estimated reading time: 11 minutes


What was your last vacation like? Did you visit an island? Tour the local industries? Get your airship shot down by a giant mechanical dragon? Well Iris from Clockwork Ambrosia has, and boy is she going to need a new vacation when she’s done with this 2D metroidvania adventure.

Clockwork Ambrosia is a rather ambitious metroidvania adventure developed by a small group of people who really went for something a little different here, and I’m all for it. Setting the scene, we have Iris, a young girl traveling by airship while on vacation. Upon arriving at an island she is shot down by a mechanical dragon. Thankfully for Iris, and eventually the inhabitants of the island, Iris survives the crash and begins to set out to explore the island and discover more about what’s going on. Turns out it’s a robot uprising, that can’t be good.

So begins the tale of Iris and her adventure across the island. Along the way she will encounter a range of interesting characters, enemies, and treasures. To help get Iris through the tribulations of the island, you will need a wide variety of different items: equipment, relics, and of course weapons. Relics will act as your one time pick-up that will give you a new ability or allow you to access more areas of the game.

Equipment involves your weapons, two of which you can have equipped to swap between at a time, but also includes the rest of your apparel, such as shirt, skirt, boots, and gloves. An interesting choice to have so many pieces of equipment, but mixing and matching to fit your playstyle or exploration needs is actually quite nice. If you also take into account how you can expand your equipment slots to eventually equip two pieces of equipment for each slot, and suddenly you get a ton of customization options. Additionally, as you beat enemies they may drop crafting materials that will allow you to upgrade your equipment once, either enhancing the current effect or adding a new one. For example you can wear goggles as a piece of equipment, and upgrading a specific one adds an item collection function that draws items to you.

Speaking of customization options, let’s finally take a look at what is probably the most focal point of Clockwork Ambrosia: the weapons. As you explore the island you will pick up some weapons to help fight off the aggressive local fauna and raging robots. You’ll be able to get a blaster, a rocket launcher, a revolver, and a grenade launcher. Don’t let the fact that there are only four weapons fool you however, because Clockwork Ambrosia has a ridiculously extensive weapon modding system. I could tell you how each weapon works, but depending on what mods you attach your functionality could be completely different from what I liked to use. The only real hard fact is that the rockets and grenades tend to be better for dealing with armoured enemies, although based on your setup even that may not be strictly true.

Clockwork Ambrosia has a bunch of different modding slots for each weapon, and not only can you mix and match mods that fit the slot type whenever you want, even on the fly, but you can discover weapon upgrades and mods that can drastically change your weapon. For example, you could discover a rocket upgrade that allows you to equip an extra firing mod, or a blaster upgrade that allows you to use two different mod types in one of the slots instead of the default one. You can also set up your weapons to be general use or specific use too. A good example of this is the blaster. You can front-load the blaster to deal enhanced damage and consume all your shots at once in a single forward blast, or you could set it up so that you have a huge fan of shots spreading out in front of you. I personally preferred the fan, but how you use the weapon is up to you.

Another interesting aspect of the weapons is that they all have ammo. The blaster works on a sort of energy capacity that needs time to recover, whereas the other three weapons you need to reload, either when out of shots or manually. Depending on mods your weapons can have more or less ammo slots as well. Using my rocket setup, at one point I had I think eight shots available before needing to reload, but at the end of the game I was down to five in exchange for firepower. It’s really cool to be able to get such a diverse feeling from the same weapon depending on how you change it yourself.

So, we’ve talked a lot about customization mechanics, but how about the core gameplay progression? Well, the developers also decided to implement some cool ideas here, but for the most part it plays like a tried and true metroidvania. You have side-scrolling adventures through the island set up as individual “rooms”, shooting up enemies, exploring for chests and items, fighting bosses, collecting power-ups that allow you to explore new areas, and collecting crafting materials. You can pick up a cartography set pretty early on that allows you access to a pretty traditional metroidvania type map, where rooms are square blocks with key points of interest noted. You can also put down your own indicators of a question mark, item bag, or circle with a line through it in order to mark areas of interest or where you need an ability or item to get through later. There are hidden rooms and walls, so be careful and pay attention to your surroundings.

The cool aspects implanted by the dev team revolve around how the exploration functions. Basically, while the first few areas are mandatory, after a point you are pretty much free to explore in whatever direction you want how you want. While I’m not completely sure it’s intended strictly speaking, I was able to finagle my way into areas I probably shouldn’t have been able to without a specific ability or item. Is this game breaking? No, because eventually you’ll have to explore around anyway, and I never got hard stuck in an area, and I didn’t really skip anything, but it is kinda nice if it was intended. For the most part ability upgrades are primarily for the area you’re currently exploring, and while they certainly help out in other areas, you do have some ways of getting around a lot of that, barring one or two exceptions and the final stretch of the game.

Ooh, and one of the things I thought was really cool? The map wraps horizontally. If you keep going left enough, you will end up on the right. You can see this if you open up the map and hold left or right, the map will eventually come full circle. I think the last time I saw this done that I can remember was in Metroid Fusion, and even that was all hidden and you probably wouldn’t ever realize on a casual playthrough. While I would have liked a little more in the way of map customization icons, three felt too few to me, and that’s more of a 100% completionist. This comes from my metroidvania enthusiast mindset rather than a strictly inherent problem. Pro tip by the way, you may want to make personal notes written down about things to come back to or to investigate later, because I definitely found myself forgetting what some of my map markers were for.

I’ve got one last particularly interesting design decision to share, although I don’t know where I should put it exactly. As with almost all metroidvania titles, you’ll gain the abilities necessary to jump either higher or further. There are actually multiple ways to do this, and some involve equipment, which I wasn’t expecting. Normally exploration enhancement is done through permanent upgrades, and not say equipping a certain pair of boots. A really interesting choice, and while I’m not sure how most people will feel about this, I thought it was a really cool idea. Since the equipment can also be upgraded, this means if you invest in finding the upgrade resources this could help you out a lot. I can positively state that the exploration equipment made the last boss about 30% easier for me personally, although I assume others may prefer more combat focused gear for that.

Clockwork Ambrosia also has a really wonderful aesthetic to it. Somewhat reminiscent of older titles such as the Gameboy advance Metroid or the mid collection Megaman X games, Clockwork Ambrosia sports a bit more of a retro feeling graphic-wise, both in spritework and in background graphics. This actually works really well with the gameplay and thematic design, and I’m really happy to relive some of my nostalgic metroidvania retro past. The sprites are also really expressive for the different characters, which is pretty impressive considering they all have their own personalities that really show through the animation and design work. The background music collection is also really well put together and is fitting for the areas they play in, and I found enhanced the ambience of the region I was exploring.

While I absolutely loved my adventures in Clockwork Ambrosia, there are a few areas that caused some issues. The most notable is probably an issue with the soundtrack looping. Occasionally the soundtrack would stop for about a full second before starting again during the looping sequence. I also found that if you transition areas too fast or often, the game might not play the correct soundtrack, instead playing the track from the area you came from instead of the one you have entered. Additionally, fast travel is unlocked fairly late into the game depending on your choices, so be prepared for that.

As a pretty much unavoidable issue in a game like this, boss difficulty is…well, a mixed bag I suppose? Early game bosses I found really easy, and the late game bosses I shredded because I had upgraded and modded my weapons to a dirty degree. Mid game bosses were a little tougher while I was figuring things out. Unfortunately this is really a matter of personal experience rather than balancing. If you feel the game is too easy, try experimenting with other weapons or mods, or maybe challenge yourself somehow. I managed to beat a few of the final set of bosses way too fast, but it’s really hard to balance that against players that may not have the same mods and skill level. It’s certainly a tough job balancing a game like this where you can take different routes and mod the heck out of your weapons, so this may be more on the player to figure out. Perhaps a difficulty option for increased boss health for those who want a greater challenge? According to the steam achievements I’ve explored more than 95% of the map, so take this with a grain of salt since I’ve unlocked a ridiculous amount of mod options and equipment.

In terms of gameplay, I discovered two things of note, although the specific situation they can happen in are a little restrictive. First up is screenwrapping issues. Basically, if you try and escape through an edge of a room you aren’t meant to, but manage to anyway, you’ll get put on the opposite side of where you were. I used this twice accidentally and ended up in a closed-off area I was supposed to go around to get to or solve a puzzle for. I’ll take this over the game crashing, and it’s not like it resulted in sequence breaking in these circumstances, but I’m sure there are areas of the game where this could produce some bigger issue. There was also a boss room near the top of the map that would shove me away after I beat the boss and tried to reenter later. I managed to power through by repeatedly dashing at the entryway, but it was certainly weird. Only the one time that ever happened though.

Overall I have to say that Colckwork Ambrosia is a really wonderful metroidvania title. With a really fun weapon and equipment customization mechanic, some rather unexpected ability upgrades, and a cast of interesting characters, I can wholeheartedly recommend Clockwork Ambrosia to any metroidvania fan. While there are some areas of concern, such as music looping, some minor glitches, and a map that definitely needs more pin options, and a sliding difficulty that’s super player dependent, the amount of chaotic fun you get from the weapon mod system and exploration dynamics certainly outweighs the minor issues. While a bit on the shorter side, clocking in at between 15 to 20 hours of gameplay, I’d say it’s well worth it.

 

Score: 9 / 10

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Try the Demo of Upcoming Flame-Wielding Metroidvania on Steam!

Lausanne, Switzerland - January 27 2026 | Indie game developer Sunnyside Games is happy to announce that the demo of its upcoming flame-wielding metroidvania Nocturnal 2 is out now on Steam, and will remain available for the coming weeks in the context of the coming Steam Next Fest. Available in 10 languages, the demo lets players explore an early section of the game, unlock abilities, engage with the combat system, and discover elements of the narrative. This first demo has been carefully adapted to avoid major lore or structural spoilers from the full release, scheduled for later this year on Nintendo Switch and Steam.


Nocturnal 2 is an atmospheric Metroidvania in which you play as Ardeshir, bearer of the Enduring Flame, who sets out to explore the dark depths and towering heights of the forgotten city of Ytash in order to break the curse that has consumed his homeland

“Nocturnal 2 is our first fully self funded title. It was, and still is, a risky move, but it gave us the time and creative freedom to work on a game that we feel is more complete and polished than the first installment.To reach the level of quality we are aiming for, the road ahead remains long, and player feedback is essential. We are looking forward to having players explore this first introduction to the city of Ytash,” says Gabriel Sonderegger, co director of the game.



Main Features

  • Explore an interconnected city plunged into obscurity and unlock new routes as you return with fresh abilities
  • Immerse yourself in an atmospheric hand drawn game inspired by Persian architecture.
  • Control a fast, flexible character built for smooth, expressive movement and combat.
  • Uncover secret endings that expand the island’s mysteries.
  • Enjoy a minimalist experience, shaped by its atmosphere and the sense of discovery.

Useful Links


ABOUT SUNNYSIDE GAMES

We're a team passionate about 2D animation and video games. We've been developing games since 2013, with recent releases including Nocturnal (available on all platforms) and the Apple Arcade line-up title Towaga: Among Shadows.
Article by: Susan N.
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Kotama and Academy Citadel - PC Review

Kotama and Academy Citadel by developer Atomstring Games and publisher 2P Games—PC(Steam) review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 9 minutes

Are you interested in a new metroidvania title that actually has some interesting rare aspects? Played too many and now they all seem the same? Well then, perhaps I can interest you in a cool title called Kotama and Academy Citadel.

Kotama and Academy Citadel stars Kotama, who is an exchange student at Carmel Academy. Upon arriving, you’re notified that the Academy is currently undergoing a student election for the position of Carmel star. Since it seems fun, Kotama decides to participate. As such, it is now your goal as Kotama to help out the other students to get their votes, as well as visit the four department heads to try and get some of their votes as well. That’s all the plot you’re outright given. Don’t get me wrong, there’s a lot more going on and it’s super interesting, but it’s all hidden in sidequests and notes you can pick up that are strewn about the Academy. Do your best to help people out and find those notes to figure out what’s really going on.

As far as gameplay is concerned, Kotama follows the general metroidvania format, but builds upon it in it’s own unique way. A 2.5D adventure through a school with various themed zones, you will be engaged in side-scrolling type combat and platforming. Both combat and exploration have their own unique twists to them, so let’s start with the action packed combat.

Fighting enemies is pretty neat with Kotama. You will start with your first weapon the Umbrella Lance, but are able to unlock more as you progress through the game. Each weapon as enhancement levels which increase damage, but also allow you access to unlocking skills for those weapons as well. Each weapon has it’s own unique playstyle, and once unlocked you always have access to them, both for combat and exploration. Each weapon has a light combo and a heavy attack. The interesting aspect here is that light hits splash chrono fluid on enemies. Once enough has built up, enemies get a purple outline and hitting them with a heavy attack detonates the chrono fluid, dealing damage to both the enemy health and guard gauge. Enough hits to the guard gauge and the enemy is stunned for a while.

Each weapon can also parry attacks, but has a different range that you can parry in, and deals different chrono fluid build-up as well as different damage values. Each weapon is also really unique in how they feel in combat, but none of them are worse than any other. It’s entirely what you feel most comfortable with. I actually swapped between all three fairly often depending on what I was fighting. This is pretty important if you’re trying to parry, as some attacks cover a wide area.

So, let’s say you’re getting hit often in combat, how do you heal? Well, the game handles health and healing in a pretty rare way. Basically, you have very few hit points, but you do have a shield/armour system. Your shield can be recovered by spending the in-game currency to fully recover the shield, or by detonating the chrono fluid on an enemy when you get access to the ability. Since upgrades get rather costly the later in the game you are, it provides a very interesting balance between keeping money for healing, or spending it on upgrades or purchases at the shop. I personally don’t recall playing a metroidvania where the currency is directly used to heal, so I found it a really cool idea.

So, let’s talk about the exploration and some of the unique tools and mechanics used. In terms of metroidvanias, the standard progression gated behind abilities and upgrades are there, as well as some bound by certain weapon aspects. For example, the umbrella lance can be opened to float slightly, slowing your descent and allowing you to get to further platforms. Your other abilities are mostly common to metroidvanias: a dash, a grapple/slingshot, and abilities to get through specific door types. What isn’t common is how the Kotama handles some of the character abilities. First of all, the dash is also a slide while moving forward to get into small tunnels. Normal enough by itself, but if you slide/dash forward off a ledge, you conserve direction/crouched posture. This means if there is a small tunnel in a wall opposite a ledge, you can dash off the ledge  and straight into the tunnel/hole. Not all that often done I find, so when I discovered that, I was pretty happy. My favourite ability though is the one you get to go through metal grating. I did not see it coming, and it was the most unique way of handling metal grated blockers in a metroidvania I have ever seen: you turn into a slime creature and sort of amorphously blorp through. On it’s own it’s not a truly unique ability for games in general, although exceedingly rare in metroidvanias. Couple this with how you can slingshot and turn into a slime to yeet yourself through far away grating or through ceiling grating? Oh man, did I ever enjoy that. There is something oddly satisfying about seeing you fling yourself across a map and through a metal grating.

Now, let’s talk about another pretty unique exploration mechanic: time. Yes, I know timed quests and such are nothing new, but in Kotama and Academy Citadel time only progresses every time you enter a new room you haven’t been in since your last visit to the rewind station. Every new room you explore increases the time by one hour, and returning to the rewind point will turn back time. Some interactions can only be done before certain hours, which means you either have to get there with the shortest route, or by getting enough upgrades to the amount of time you can rewind to give you enough leeway to get there in time. There are these stalks hidden in the academy that can recover one hour of time when you hit them, but they are often hidden behind fake walls and in hard to reach areas.

So, what happens when you run out of time? Well, nothing too serious really. You can still explore, and you’re not locked out of anything you can’t solve by rewinding time for specific quests. What does happen however, is that any enemies fought in locked rooms (yes including bosses) get a lot stronger. They also give better rewards though, so there is a reward for “increasing the difficulty” as it were.

Here’s an interesting topic for the more veteran metroidvania players: quality of life options. Those like me that have to 100% metroidvanias can sometimes get frustrated when you’re missing one item and have to go slapping every wall in the game trying to find that one missed item. Thankfully, Kotama and the Academy Citadel does two things to make this a non-issue. Once you get to the end game, if you’ve activated every map room, then hidden areas on the map are indicated. Since rooms show on the map in the general shape of the actual room, an addition is added in grey if you haven’t been there, a really nice feature. Additionally, you can get an equipable ability that will indicate on the map the locations of important upgrade items. Since these are only obtainable at the end of the game, it doesn’t make exploration feel pointless, but helps with cleanup. As an added bonus, the map itself will usually note important aspects such as abilities, health and shield upgrades, and sidequest objectives. You can also place up to 50 tokens on the map to indicate places of interest.

The developers are also very invested in community response, as they actively fix or change issues people have. Don’t like the glasses that Kotama gets given early game? You can toggle those off. Not a fan of the fanservice shots on beating a boss? Turn on streamer mode. Trying to do a platforming section but you keep accidentally backdashing into a hazard? Toggle off backdash for the platforming section. They’ve even added platforming section skips you can turn on if you aren’t good at them. A bunch of these were actually patched during the period I was playing, which feels nice as a player to see the developers invested in their players like this.

Honestly, I don’t really have many complaints with Kotama and Academy Citadel. Almost all the issues I did have were either of my own making, or solved through a patch before I could voice them. My only remaining complaints would be the occasional lag I got when returning to the train hub/rewind station from too far away, and the final film for a sidequest. The lag is because my computer is getting old and I have the graphic quality set to Picasso instead of potato, but the final film I only found because I did a full lap of the train after I’d done literally almost everything else. I’ll have to doublecheck to see if I just missed a note or something on my next playthrough.

For a few aspects I really liked that I haven’t covered yet, I’d refer to the “secret” boss and the graphics of Kotama. As your shield gets damaged, Kotama’s clothes get progressively more worn out, and I’m pretty sure drained of colour. Similar for a specific ability on cooldown, the colour of one of here clothes items turns white on cooldown, while it returns to dark purple/blackish when charged. Really nice design choice. The secret boss though? That I loved. Oftentimes I feel you can tell how much developers like their own game by the quality of the optional content, especially late game optional content. The secret boss in this game? One of my favourite in any metroidvania I’ve played. Easily top 5 optional end/post game metroidvania bosses I’ve ever fought. Great design, cool animations, wonderfully integrated into the extended storyline, and a challenging but not unfair fight. Yeah I got my butt kicked a few times, but I really loved the fight. Exceptionally well done execution.

The graphics are also pretty on point as well. While the game does take a…very fanservice-like view of the characters in the all girls academy you’re in, the art is well drawn and each unique character has their own theme in outfit going on. Additionally, while the different areas of the academy are somewhat similar in terms of base background, they are all enhanced by the unique theming for that area of the academy. Furthermore, the character animations are great. Everything looked really smooth, and none of the characters or enemies moved in an awkward fashion. Enemy types are pretty varied as well. While the game isn’t super long, clocking in at about 17 hours for me to get 100% completion, it also isn’t more expensive than the game is priced at, so I’m happy in that regard as well. 

Overall Kotama and Academy Citadel is a stellar addition to my extensive metroidvania collection. The combat is fluid and fun, exploration feels really rewarding, quality of life inclusions are very welcome without taking away from gameplay, the multiple weapon system is fun and rewarding, and character interactions and discovering the back story is exciting. I thoroughly enjoyed my time guiding Kotama to becoming the next Carmel Star, and I hope that you do too. I can’t wait to see what the next step for 2p games is after this.

Score: 9.5 / 10
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Atmospheric Metroidvania Demo Out Available on Nintendo Switch and Steam

Lausanne, Switzerland - January 7 2026 | Indie game developer Sunnyside Games is happy to announce the arrival of the demo of its upcoming flame-wielding metroidvania Nocturnal 2 this January 27 on Steam. With over one hour of gameplay, the demo will allow players to explore an early section of the game, unlock abilities, experience the combat system, and discover elements of the lore. It has been carefully adapted to avoid major lore or structure spoilers from the full release, which is planned to launch later this year on Nintendo Switch and Steam.


Nocturnal 2 is an atmospheric Metroidvania in which you play as Ardeshir, bearer of the Enduring Flame, who sets out to explore the dark depths and towering heights of the forgotten city of Ytash in order to break the curse that has consumed his homeland.

Main Features

  • Explore an interconnected city plunged into obscurity and unlock new routes as you return with fresh abilities
  • Immerse yourself in an atmospheric hand drawn game inspired by Persian architecture.
  • Control a fast, flexible character built for smooth, expressive movement and combat.
  • Uncover secret endings that expand the island’s mysteries.
  • Enjoy a minimalist experience, shaped by its atmosphere and the sense of discovery.



Useful Links


ABOUT SUNNYSIDE GAMES

We're a team passionate about 2D animation and video games. We've been developing games since 2013, with recent releases including Nocturnal (available on all platforms) and the Apple Arcade line-up title Towaga: Among Shadows.
Article by: Susan N.
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Face Your Inner Demons With a Sixgun This February in The Prisoning: Fletcher’s Quest

After all, it’s cheaper than therapy

LOS ANGELES  — January 13, 2026 — Newly revived video game publisher Acclaim and Swedish indie studio Elden Pixels are excited to announce that The Prisoning: Fletcher’s Quest is headed to the Nintendo Switch and Steam on February 10, 2026. 

Created by the team behind Alwa’s Legacy and A Void Hope, The Prisoning invites players to step into the fractured mind of Fletcher Howie Jr., a developer on the brink of a mental breakdown at the final stages of a massive project. During a post-crunch therapy session, Fletcher becomes trapped in his subconscious and is forced to confront his fears and anxieties in a comedic Metroidvania adventure. 



To celebrate today’s release date announcement, Acclaim has released a mind-melting new gameplay trailer. Watch as Fletcher navigates the hazard-filled recesses of his mental prison, goes toe-to-toe with towering bosses, and blasts his way through more emotional baggage than you can stuff into a ten-gallon hat in the footage below.

The Prisoning: Fletcher’s Quest Release Date Trailer


 
Steam Page

Developer Social Media:

Twitter/X | Facebook | Youtube

Publisher Social Media:

Twitter/X | TikTok | YouTube | FacebookDiscord

 

About The Prisoning: Fletcher’s Quest

After a visit to the psychologist that went horribly wrong, you’re trapped in the mind of a game developer on the brink of physical and emotional burnout during the last stages of an intense project. Experience a Metroidvania drenched in anxiety based on a very true story.

Help Fletcher Howie Jr. escape his mental prison and save the day!


About Elden Pixels

Elden Pixels was founded in 2016 when a group of friends got together and started making the game Alwa’s Awakening. What started just like a small side project eventually turned into a real studio when the game became successful. Now the goal is to create fun, creative and cool games with a focus on gameplay.

About Acclaim:

Originally founded in 1987, Acclaim established itself as a leading global developer, publisher, and mass marketer, bringing beloved franchises such as Mortal Kombat, Turok, and NBA Jam into homes worldwide. Today, Acclaim carries its legacy forward with an unwavering commitment to supporting talented indie developers and delivering high-quality, premium indie games to a global audience. Acclaim’s modern revival stands as a testament to the strength and enduring appeal of its iconic brand.

Article by: Susan N.



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The Flame-wielding Metroidvania 'Nocturnal 2' Releases its Demo this January 27 on Steam


Lausanne, Switzerland - January 7 2026
- Indie game developer Sunnyside Games is happy to announce the arrival of the demo of its upcoming flame-wielding metroidvania Nocturnal 2 this January 27 on Steam. With over one hour of gameplay, the demo will allow players to explore an early section of the game, unlock abilities, experience the combat system, and discover elements of the lore. It has been carefully adapted to avoid major lore or structure spoilers from the full release, which is planned to launch later this year on Nintendo Switch and Steam.


Nocturnal 2 is an atmospheric Metroidvania in which you play as Ardeshir, bearer of the Enduring Flame, who sets out to explore the dark depths and towering heights of the forgotten city of Ytash in order to break the curse that has consumed his homeland

Check the Nocturnal 2 | Demo Announcement Trailer:

https://youtu.be/m3A42DjwfzY

Main Features


■ Explore an interconnected city plunged into obscurity and unlock new routes as you return with fresh abilities.

■ Immerse yourself in an atmospheric hand drawn game inspired by Persian architecture.

■ Control a fast, flexible character built for smooth, expressive movement and combat.

■ Uncover secret endings that expand the island’s mysteries.

■ Enjoy a minimalist experience, shaped by its atmosphere and the sense of discovery.


Check us out!


Studio website: www.sunnysidegames.ch 

X/Twitter: https://x.com/SunnysideGames

Steam page:

store.steampowered.com/app/2847780/YTASH__A_Nocturnal_Poem


ABOUT SUNNYSIDE GAMES

We're a team passionate about 2D animation and video games. We've been developing games since 2013, with recent releases including Nocturnal (available on all platforms) and the Apple Arcade line-up title Towaga: Among Shadows.



Article by: Susan N.



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Indie Studio Little Legendary Announces 2D Cyber Fantasy Metroidvania titled SHADE Protocol in 2026!

December 10, 2025 | North American indie studio Little Legendary is pleased to announce that their 2D cyber-fantasy Metroidvania SHADE Protocol will be launching a Kickstarter campaign n Spring 2026. With a development team of only 5 members, this crowdfunding campaign will focus raising funds for the console ports, speeding up development time, additional content, hiring guest composers from known titles, and more. 


The studio has prepared an impressive new trailer for this announcement, which includes plenty of in-engine gameplay sequences. The video has been recently premiered at the Latin American Game Awards, which is part of The Game Awards. It's linked further in the press release. 

In the last months, the studio has been hard at work on several improvements, one of them has been applied to one of the game's most exciting features; cutting the world in half. They want players not only to cut the world, but also to cut enemies, environments, projectiles, and more.

"Since revealing SHADE Protocol a few months ago, the game has become one of the most wishlisted games in the world, showing us that we have something special in our hands and that we need to aim higher to deliver on the power fantasy that players expect. While we aim to make SHADE Protocol a reality no matter what, your support would go a long way to keeping our creative autonomy and craft the best game we can." - Kendall Quinones, Game Director.

Discover a where music, code, and combat collide. Swap between DAWN and SHADE forms to unleash devastating abilities, wield Instruments as weapons, and rewrite reality itself in a world on the brink of annihilation by the SHADE Protocol. The game introduces an interesting mechanic: the Protocols, thanks to them you will be able to encode your own playstyle, combining protocols and specialized code fragments, to alter your attacks, defenses, and abilities, but also recode enemies at your will, changing how they behave to allow you overcome the most dangerous threats.

Seamlessly switch between DAWN and SHADE modes, altering combat styles and gameplay dynamics. Wield Instruments, powerful code-based weaponry inspired by music, each serving a unique role in battle and exploration. Engage in high-speed, skill-based combat, parrying and countering enemies in a world that demands mastery. Explore vast, interconnected Bastions, where every discovery alters the fate of the war between SHADEs and Xaviors, and the all-consuming SHADE Protocol.


KEY FEATURES

  • Dynamic Combat System – Mix precision melee combat with specialized Instruments, executing devastating combos, parries, and counters. Swap between DAWN and SHADE modes to adapt to different playstyles in real-time.
  • UNISON System – Rewrite Reality – The world of SHADE Protocol exists as code. Wield it to manipulate events, relive key moments, and choose their ultimate outcome, shaping the fate of entire factions.
  • Unique Defensive Mechanics – Perfectly timed parries and counters restore Echo, a vital energy source for powerful Instrument attacks and defensive maneuvers.
  • Instruments – Weapons That Sing – Wield an arsenal of musical weapons, including the Twilight Spear, Sunrise Great Axe, and Midnight Chakram, each with distinct combat and exploration abilities.

The war is lost. The song is rewritten. Will you take the stage?


ABOUT LITTLE LEGENDARY

Little Legendary is an independent game studio creating genre-defying experiences for PC and next-generation consoles. Our mission is simple: craft unforgettable games. We believe indie teams should challenge convention, take bold risks, and focus on delivering moments players will remember long after the credits roll. Specializing in single-player adventures, we build rich, fantastical worlds filled with compelling characters and unpredictable stories. By pushing the boundaries of the genres we love, we aim to inspire awe and wonder—reminding players why they fell in love with games in the first place.
Article by: Susan N.
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JRPG-Inspired Metroidvania ‘Fallen Tear: The Ascension’ Debuts New Trailer, New Demo Available Now


MANILA, Philippines 
– Fallen Tear: The Ascension, the JRPG-inspired, hand-animated sidescrolling Metroidvania from developer Winter Crew and publisher CMD Studios, emerges from the shadows in a new demo launching today alongside the Fated Bonds trailer ahead of launching on PC via Steam and consoles in Q1 2026.

Check out the new Fated Bonds trailer here!

Experience the prologue to Fallen Tear: The Ascension in this brand-new demo, offering an immersive introduction to the world of Raoah. Awaken as Hira, a young boy with a mysterious past, awakening new powers on a quest to regain his memories. Discover new areas, take on challenging bosses, and forge Fated Bonds to recruit destined allies.

Meet some of the many friendly faces Hira befriends throughout his journey. Relationships manifest in the form of Fated Bonds, an innovative JRPG-inspired party system where special characters provide useful Talents to help Hira. These accrued abilities give Hira the power needed to reach new heights and tackle new enemies.

Tap into the wider world of Raoah by delving into the Castle for a taste of Fallen Tear’s vast open world and explore “the Elden Ring of Metroidvania in terms of map size.” Unlock new paths and challenges using Ascension Abilities, a power deeply connected to Hira’s unknown origins. Wield them to blaze paths to new biomes in Raoah’s living map, transforming in response to Hira’s actions. 


What are these dreams of a powerful Overgrowth form, comparable even to Raoah’s wild gods? What relation does it have with Hira’s forgotten past? As he hunts rampaging threats and learns more about the land’s inhabitants, more of Raoah’s mysteries come to light – and perhaps even more questions arise.

Check out the new demo here!

“The ‘Fated Bonds’ system is a keystone to our vision for Fallen Tear,” said CMD Studios founder Stephen Manalastas. “For both the innovation in combat and exploration, and making a deeper and richer narrative. The prologue demo represents a 95% complete slice of Fallen Tear. More polishing, full voice acting, cinematics, and further area development will be seen in the full game!”

Fallen Tear: The Ascension is set for release on PC via Steam and consoles in Q1 2026. The June 2025 demo offers 1-2 hours of gameplay and exploration. Visit the website for more information, keep up to date with the game on FacebookTwitter/XInstagram, and Reddit, follow its conversations on Discord, and wishlist the game on Steam.


About The CMD Studios

Founded in Manila, Philippines, The CMD Studios sets out to recreate the great memories and experiences of gaming’s past. The studio’s name is its ethos, highlighting the Creative Minds and Designs as the foundations upon which truly memorable experiences are built, to build with greatness, work with kindness, and inspire with purpose.

 

Article by: Susan N.



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2D Cyber-Fantasy Metroidvania 'SHADE Protocol' Releasing on PC in 2026!

May 26, 2025 | North American indie studio Little Legendary is pleased to announce their debut title SHADE Protocol will be released on PC in 2026. Discover a 2D cyber-fantasy Metroidvania where music, code, and combat collide. Swap between DAWN and SHADE forms to unleash devastating abilities, wield Instruments as weapons, and rewrite reality itself in a world on the brink of annihilation by the SHADE Protocol. The game introduces an interesting mechanic: the Protocols, thanks to them you will be able to encode your own playstyle, combining protocols and specialized code fragments, to alter your attacks, defenses, and abilities, but also recode enemies at your will, changing how they behave to allow you overcome the most dangerous threats.


Seamlessly switch between DAWN and SHADE modes, altering combat styles and gameplay dynamics. Wield Instruments, powerful code-based weaponry inspired by music, each serving a unique role in battle and exploration. Engage in high-speed, skill-based combat, parrying and countering enemies in a world that demands mastery. Explore vast, interconnected Bastions, where every discovery alters the fate of the war between SHADEs and Xaviors, and the all-consuming SHADE Protocol.

“As our first game as a studio, we’re trying to make something different and unique, while also being a love letter to those titles that led the way of our craft. Innovating is the core purpose of Little Legendary; expanding on the greatness that came before us and leaving something that inspires those that come after. 

And so, we introduce SHADE Protocol. A journey through a bright, beautiful, dying world that wants to be explored, cared for, saved. If you’ve ever really wanted to “break” a game literally in half, this one’s for you. It’s a game about bending and breaking the rules of a world made entirely out of code and music; like if Megaman X met The Matrix. We hope to take you on a grand adventure full of all the songs we humans left behind in a universe inherited by our creations.” - Kendall Quinones, Game Director.

KEY FEATURES

  • Dynamic Combat System – Mix precision melee combat with specialized Instruments, executing devastating combos, parries, and counters. Swap between DAWN and SHADE modes to adapt to different playstyles in real-time.
  • UNISON System – Rewrite Reality – The world of SHADE Protocol exists as code. Wield it to manipulate events, relive key moments, and choose their ultimate outcome, shaping the fate of entire factions.
  • Unique Defensive Mechanics – Perfectly timed parries and counters restore Echo, a vital energy source for powerful Instrument attacks and defensive maneuvers.
  • Instruments – Weapons That Sing – Wield an arsenal of musical weapons, including the Twilight Spear, Sunrise Great Axe, and Midnight Chakram, each with distinct combat and exploration abilities.

The war is lost. The song is rewritten. Will you take the stage?


ABOUT LITTLE LEGENDARY

Little Legendary is an independent game studio creating genre-defying experiences for PC and next-generation consoles. Our mission is simple: craft unforgettable games. We believe indie teams should challenge convention, take bold risks, and focus on delivering moments players will remember long after the credits roll. Specializing in single-player adventures, we build rich, fantastical worlds filled with compelling characters and unpredictable stories. By pushing the boundaries of the genres we love, we aim to inspire awe and wonder—reminding players why they fell in love with games in the first place.
Article by: Susan N.
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Ender Magnolia: Bloom in the Mist - PC(Steam) review


Ender Magnolia: Bloom in the Mist by developers Adglobe and Live Wire and publisher Binary Haze InteractivePC(Steam) review written by Richard with a copy provided by the publisher.  

Estimated reading time: 8 minutes


Well folks, here we are!! Have you been waiting in anticipation like I have? Well lucky for you, Ender Magnolia: Bloom in the Mist finally has its full release! Did you try out the early access? Are you coming here after playing Ender Lillies? Perhaps you’re just looking for a neat new game to play and don’t know about it yet? Either way, it’s time to delve into the world of Ender Magnolia!

Ender Magnolia is set in the Land of Fumes, a land of magical might where artificial beings known as Homunculi have been created to help advance the land’s prosperity. Everything did not go well however, as toxic fumes from beneath the Earth have risen up and driven the homunculi mad. You awaken as Lilac, a young girl with the power of an “attuner”, one who can purify the taint of the fumes from the homunculi. So you set off on an adventure to help the homunculi driven mad, to explore the layers of the city from the lower district upwards, all in search of a way to make life better for the inhabitants.

Unlike in Ender Lillies, Ender Magnolia takes a bit of a different approach, having characters you can actually converse with, both human and homunculi, as not everyone is dead in this land, at least not yet. As you explore you will interact with the inhabitants and learn more about the world you are in.

Ender Magnolia, like its predecessor, is a 2D side-scrolling metroidvania. With a somewhat revamped battle system, Mili returning for the musical composition, and beautiful artwork, Ender Magnolia certainly hasn’t been slacking off after Ender Lillies. For those new to the games, and genre as a whole, no worries! While there are parallels and aspects that either make more sense or are more understandable if you’ve played Ender Lillies, it isn’t necessary to do so to enjoy Ender Magnolia. So let’s jump in and take a look at things!

Your basic gameplay in Ender Magnolia involves exploring the world and defeating the enemies in your way, both in relatively equal measure. As you explore the Land of Fumes, you will encounter various homunculi and humans in need of help, whether by assisting them or purifying the homunculi of their madness. As you do so, various homunculi will join you on your adventure, giving you access to more attack types and movement and exploration tools. When you start out you may not be able to do too much, as there will be items on ledges too far away, weird walls you cannot get through, and other obstacles you may not be able to deal with. By finding new homunculi friends, these obstacles can be overcome.

A few notes on some improvements Ender Lillies here, but the exploration tools tend to be a lot smoother to use than in Ender Lillies. There’s also a run button, which is really nice to have! Also, the map has some enhanced functionality, which I will get to a bit later, but it’s really nice.

In terms of combat, you have a wide variety of options available to you. No really, there’s a lot more than it seems. Every homunculi that you recruit that has an attack can be equipped to one of four usage options, and they all have three different attack types. You can mix and match different homunculi attacks and different options within a homunculi’s available options. For example, your first homunculi is a basic attack you’ll likely be using the entire game. The three available options are: sword, axe, and scythe. You can only “equip” a homunculus once, so you can’t equip a sword and axe from the same homunculi, but you are free to switch at any rest stop.

As you explore the world you may find parts you can use to upgrade the homunculi or to unlock the different attack forms. You may be able to buy these from the store as well, so keep an eye out when the store expands its wares. Improving an attack will increase the damage output, stagger amount, and usually includes some third improvement specific to the attack.

Now that you’ve prepared your line of attack, it’s time to tackle the enemies standing against you! Attacking enemies will deplete their health, and they usually have a guard gauge as well. Reducing this will stagger the enemy, letting you get in some good damage while they are unable to react. The general goal is to beat the enemies, dodge their attacks with your dash or counter, and use a healing bottle if you need it while trying not to get hit. New from Ender Lillies, you also unlock a sort of super move later in the game, which can be used by building SP from attacking enemies. It’s actually pretty neat and adds a bit of an extra layer to combat. Beating an enemy will award you a number of things, including experience and potentially scrap, if you beat them in a certain manner or have an item equipped. As you earn experience you will level up, granting you more health and improving your stats, making fights maybe a little bit easier.


Now that you can defend yourself, let’s look at some of the equipable options. Making a return are relics, providing specific unique effects, but you will also be able to equip bracelets to improve your stats, as well as a carapace and totem. Carapaces and totems have their own different effects, such as replacing your dash/dodge with a block/counter type move or restoring health once between rests when low. There are different options, so find something that works well for you!

Speaking of equipment, you can only swap out abilities or equipment, as well as upgrading, while at a rest station, which are handy benches, or bench like objects, liberally strewn throughout the Land of Fumes. Also lucky for you, Ender Magnolia functions like a sort of souls-lite experience. What I mean by that is enemies respawn on resting, but if you die you are just returned to your last rest location without loss. Additionally, very early on you acquire the ability to fast travel between respites, or to return to a respite via the pause menu.

Now, relics, those unique effect equipables, are a little different. See, you have a certain capacity, both in terms of slots and “slots”. What this means is you can equip up to ten different relics, provided the total number of “slots” they consume is less than or equal to your maximum amount. Additionally, relics can be upgraded with scrap, a resource that’s moderately frustrating to figure out initially. Other than equipping a certain relic that has a chance to reward scrap on defeating an enemy, if you hit an enemy with a FULLY CHARGED exploration move that can also deal damage, you will get scrap. The game doesn’t really explain this properly when you first unlock scrap, so be aware of this if once you get to that point. Upgrading relics can reduce their cost or improve their effects, and are generally worth the improvements.

I have some excellent news for you folks: Ender Magnolia is really beautiful, both aesthetically and musically. The wonderful folks of Mili are back to grace our ears with their haunting melodies and thematic tunes, while the artwork is beautiful 2D drawings, both as backgrounds, as enemy and character designs, and during cutscenes. Ender Magnolia is artistically beautiful, and I really hope you share my opinion on this.

You know what else is beautiful? Some of the quality of life implementations. Let’s look at your map for starters. As you explore the world, a map is created for you as you enter new “rooms”, which the game is divided into. A partially explored room will appear in grayscale, in the actual shape of the room on your map, and indicate anything you’ve seen in the room. A wall you can’t pass yet, or an item on a ledge you can’t yet reach? As long as you can see it on-screen, it’ll show up on the map with an icon. Once you’ve fully cleared a room, it’ll color it in blue on the map, meaning you’ve done everything you can there. Furthermore, there is an icon that’ll appear on the map screen stating the name of the area, and a symbol if you’ve 100% completed the area, which is super useful. If you want, you can even make your own markers to place on the map, which I did a few times, to indicate areas that you need to investigate or return to. In addition to the handy map functionality, the gameplay difficulty is extremely customizable. While there are default levels of difficulty, you can actually manually adjust aspects such as enemy health, damage, and attack frequency in order to make the game more appropriate for how you want to play.

Overall, I have to say that Ender Magnolia: Bloom in the Mist is an absolutely stellar metroidvanian title that I highly recommend to anybody interested in the genre. The combat is smooth and well set out, the exploration is fun, and there are a lot of hidden techniques to find, the world is expressive and beautifully drawn, and the soundtrack is as gorgeous as the visuals. I sincerely doubt you’ll be disappointed in the experience.


Score: 10 / 10
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Memorable Music in Gaming - Metroidvania Mayhem!

"In these mostly action-adventure games that highlight exploration, you gain abilities and items that allow you to return to previous areas you've been through to unlock or get new stuff". So, that's the definition of a metroidvanian game. The only game that I had seen the 'metroidvania' tag on it was Castlevania. I've never played this one, but I have watched and heard the music to it many times. This February's collective of Memorable Music in Gaming is Metroidvanias. Here below are our contributors. Sadly I am not among them as I haven't played one to speak of, let alone enjoy a music composer associated with said game.

Nick

Guacamelee was a game that took me completely by surprise when it came out. I was asked if I was interested in covering it at the time, and I didn’t know anything about it. One trailer later, I knew it was something I had to get my hands on. Metroidvanias are not even one of my go-to gaming genres, but the unique story was beautifully and colorfully brought to life with the perfect melding of visuals and sound. With an OST that spans nearly one and a half hours from start to finish (34 tracks in total!), the composers Rom Di Prisco and Peter Chapman outdid themselves here.

Rom Di Prisco is an electronic composer hailing from Canada and has dozens of video game soundtracks to his credit. Meanwhile Peter Chapman’s better known for music that shows up in television shows, with numerous IMDB credits.

The story of Guacamelee is a zany one, where our protagonist Juan Aguacate is slain by the skeletal Carlos Calaca, who then steals Lupita, our hero’s love interest. Of course, he doesn’t stay dead – it would be a short game after all. But from there Aguacate’s tale is one that is told with the help of vibrant Mexican-inspired visuals and music that is a unique mix of EDM and more traditional sounds. Alternating between bright, up-tempo beats that compliment the action-oriented stages and sometimes spooky synth sounds to represent Aguacate’s undead adventures, Guacamelee has an unforgettable OST. Check out Sierra Morena (World of the Dead) if you don’t believe me.

Richard

You know, Metroidvanias are kinda my biggest genre. I absolutely love them. From the exploration focused, to the combat focused. What’s a big part of Metroidvanias is the soundtrack, mainly because you’ll be re-exploring the same area 20 to 30 times to find all the hidden items or upgrades etc. So, what is my most memorable Metroidvania soundtrack? Well, there have certainly been a lot of really good soundtracks, some of which are being covered by my fellow writers, so I think my choice would have to come down to RabiRibi, and by extension Tevi. The amount of love put into RabiRibi and Tevi are absolutely astounding, and while I would highly recommend you to play them, we’re here for the music today.

So, what makes the soundtrack so good? Well, pretty much every track is extremely catchy, and they’re all good, which is a rather rare find in any game. The team at CreSpirit and/or GemaYue (two collaborative developers) have done a good job at collecting tracks from various composers for these two titles. 3R2 and Triodust did a smash up job at creating a whole slew of tracks that stuck in my head for YEARS after I’d finished playing RabiRibi. No, seriously, RabiRibi released in 2016 and I still occasionally start humming tunes from it. These two composers, one who started composing at 9 years old and the other self-taught, both I believe are from Taiwan, deserve to get their music heard more around the world.

Whether it’s a stage theme like “Inside UPRPRC” or a battle theme like “Bounce bounce” or “M.R.”, or the emotionally packed “The Truth Never Spoken”, the entire soundtrack from one end to the other is permanently etched in my brain, as well it should be. Seriously, give it a listen here, posted by the developers themselves. These Taiwanese developers and GemaYue created a truly fantastic experience, and the soundtrack only heightened that. I have nothing but accolades to give here. 

Pierre-Yves

I've always loved the Metroidvania style, which is funny, as I didn't play a Metroid until the Prime series much later down the line. But Castlevania? That I played very early on and learned just how brutal it could be. But it sold me on the style. 

Going back a few years now, the creative minds behind Ender Lilies made an impact on our team. Nick, Richard and myself all had the chance to sit down to this visually somber post apocalyptic world where the blighted rain devastated everything it touched. 

While the gameplay was fantastic, it was the audio that stole the show for me. Ender Lilies uses a combination of piano based music alongside appropriate bouts of silence to bring the world to life. Soft melodies like "The main theme" in the beginning as you find your bearings will alternate between whimsical tunes of "The Witch's Breath" in the forest to dark foreboding scores like "If You Gaze Long Into the Abyss".

The shift in-between these tracks is one thing, but the boss tracks as you move through the phases was chilling. These tracks were so well designed as they weren't time based, they were hit point based and didn't speed up in tempo until you had earned the right to listen to that track in game. 


Accolade Intro and Outro

https://youtu.be/GsjAXexsWp0?si=ZrmAGR3AiGHpa7bC

Richard assures me that Ender Magnolia has just as great audio to accompany its gameplay and I look forward to it. 






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