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Showing posts with label PC (Steam). Show all posts
Showing posts with label PC (Steam). Show all posts

Feel the Power of the Final Titan Showdown in KOEI TECMO’s Attack on Titan 3, Coming This Winter

Go Beyond the Walls in the Newest Trailer; Exterior Scouting Missions Revealed

BURLINGAME, Calif. – July 1, 2026 – Today, KOEI TECMO America and developer Omega Force announced that Attack on Titan 3, the latest instalment in the Attack on Titan action game series, will be released worldwide this winter for the PlayStation®5, Nintendo Switch™ 2, XBOX Series X|S and PC Windows via Steam®. To celebrate, new trailer has also been unveiled alongside new details about the gameplay. 

The opening animation for the game* will be produced by MAPPA, the animation studio that worked on Attack on Titan: The Final Season, with action scene animator, storyboard artist, and key animator Arifumi Imai returning as director. Stay tuned for more information and future reveals!

Watch the new trailer on YouTube

Attack on Titan 3 is the riveting culmination of Omega Force’s action game series, depicting the story of Attack on Titan from its survey corps beginnings to its dramatic conclusion. In this title, fans will dive into the action by taking on the role of a member of the Scout Regiment to relive the historical events that shaped the world alongside the iconic cast of Attack of Titan. Each Scout Regiment member brings distinct skills to the fray. Assemble a squad of fan-favorites and unleash their signature abilities to turn the tide of battle.

As in previous titles, fans will be equipped with omni-directional mobility gear that allows them to take to the skies, delivering a one-of-a-kind combat experience thanks to the enhanced gameplay. The Titans will be more terrifying and dangerous than ever before, with new attacks and behaviours that will force players to fight relentlessly for their survival. Newcomers will also be able to enjoy this final evolution of human-versus-Titan combat thanks to the new Casual Mode.


Attack on Titan 3
also features Exterior Scouting Missions that will allow players to freely explore the world outside the walls by constructing supply bases, taking down dangerous Titans and expanding humanity’s domain. Survival demands ruthless resource management. Keep a tight grip on ODM fuel and blades to stay in motion, while fighting to keep squad morale high. Every expedition forces a deadly choice: push forward into Titan territory at the risk of permanent injury and death, or retreat to survive another day.

Attack on Titan 3 is currently in development and is scheduled to release this winter on PlayStation®5, Nintendo Switch™ 2, XBOX Series X|S and PC Windows via Steam®. The game will include Japanese voices with texts in English, French, Italian, German and Spanish.

For more information on Attack on Titan 3, be sure to visit the official site, Attack on Titan Game Series Official X, subscribe to the official KOEI TECMO America YouTube channel, like us on Facebook, and follow us on X, Instagram, and Discord.

* The opening animation movie will not be implemented at the time of release but will be added to the game in a future update.

ABOUT MAPPA CO., LTD

An animation studio established in 2011.

With a focus on the production of TV animation, we plan and produce animated content across all genres and in various other formats such as movies, commercials, and online videos. We also use the rights we own for specific IPs as we operate our domestic and overseas licensing business. Representative works include JUJUTSU KAISEN, Attack on Titan Final Season, and Chainsaw Man.


ABOUT KOEI TECMO AMERICA CORP.

KOEI TECMO AMERICA CORP. is a publisher of interactive entertainment software for current generation consoles, handhelds, and digital download content based in Burlingame, California. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. TECMO is best known for the Dead or Alive®, Ninja Gaiden®, Tecmo Bowl®, and Fatal Frame® series.

©KOEI TECMO GAMES CO., LTD. All rights reserved. The KT logo is a trademark of KOEI TECMO HOLDINGS CO., LTD.

©Hajime Isayama, KODANSHA/“ATTACK ON TITAN” The Final Season Production Committee.

©2026 Sony Interactive Entertainment LLC. "PlayStation Family Mark", "PlayStation", "PS5 logo", "PS5", "PlayStation Shapes Logo" and "Play Has No Limits" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.

©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

Nintendo Switch is a trademark of Nintendo.



Article by: Susan N.


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Astro Colony - PC Review

Astro Colony by developer and publisher Terad GamesPC (Steam) review written by Valerie with a copy provided by the publisher. 

Estimated reading time: 8 minutes 


Let's start off by saying Astro Colony is a game right up my alley. Astro Colony is a space base building game with three modes: survival, construction, and sandbox. From the intro cinematic right into the start of your survival the music has created that space game feel. Usually I leave the music to the end of my review, but I am putting it in here because this particular soundtrack embodies the pensiveness that is found throughout the gameplay. Planning and placing and plotting out next steps go seamlessly with the soundtrack. The music has drawn me in so much that I really have to set a timer in order to get up out of my chair! 

Astro Colony was recommended to me by a fellow game reviewer right here on Chalgyr! When I went to the Steam page, the first video that plays is also the launch trailer for the 1.0 release that cemented my decision. So, I immediately put it on my wish list and now I am reviewing it here!

When you first wake in the Astro Colony, your little platform that was your home on this journey had faced some serious destruction. You are running out of oxygen and your Oxygen Refiller was damaged. Lucky for you your helper bot had enough materials to repair it. Placing it and using it are the first things on your tutorial list along with movement keys and the bot pointing out the many asteroids floating around your colony platform.

As with all builder games your controls are the same with a couple of exceptions. Some games have the TAB key for inventory (as in this one) and others it is the 'I' key (like in Space Engineers, my all time fave game). Every time I play a new game and then go back to my other fave games, that open inventory key will keep me hopping! In that inventory window is also your beginning crafting before you advance to the machines that you can automate later in the game. Meanwhile, you are stuck with the basic bars and parts until you place your first smelter. 

One of my gripes is the tutorial. The problem that stems from the start of the tutorial is that there isn't enough detail to complete a couple of the quests. In my single player game I am still stuck on that 'custom floor theme' of which I only have 4 completed! I so wish for a dismiss button at this point because that quest that keeps popping up is so very distracting to the point that I have turned off the bot to continue on. I found how to turn the quest bot off accidentally and it took me a little bit to turn it back on. I shake my head at myself for not reading the keybind controls like I usually do at the start of any new game. Doing so usually reveals some stuff that the tutorial doesn't. 


As you progress you are getting ready for calling in astronauts that you train into the three research positions you have at the start. The first up is the scientist (that you need 3 of) in order to advance the technology tree. When I started Astro Colony I had so much fun building the machinery and planning out where to arrange them that I kept forgetting to unlock the next steps. So, when it came time for the need of astronauts, you have already prepared an area for them to train, eat, and sleep as well as an oxygen barrier for all of us to breathe. Yes, that includes yourself too!

The top right of the techtree (which is called up with hitting 'T') are the stages of technology which is also a clue as to what astronauts are trained in what field in order to advance. The first microscope is your basic technology which you get from harvesting resources with your pickaxe of which your more advanced resource harvesting tool is a drill.

Engineering, Chemistry, Biology, and Space round out the next technologies to be unlocked. Your first technology collecting building is the laboratory for the Engineering. In this buiding you don't need an astronaut to research the first technologies. The next building however requires astronauts trained in the 'blue' field. Now for any Star Trek loving fan, they all know 'blue' is the color of science.

Note: Remember when viewing our galleries here, just click on the image and it brings up an enlarged size for you to view! 

The graphics in Astro Colony are almost polished although I did have quite a few instances of glitching into the buildings and the asteroids. There's also (as with Eden Crafters) the fact that you can't take resources off the conveyors. I don't see whether or not they get put into my inventory after removing the conveyor they are on. However, one cool feature; when you disassemble something it goes into the Recyclables portion of your inventory so you can reuse them again as you're rearranging your base. Definitely a bonus in my humble opinion because I am constantly rearranging and plotting out the production lines to get my parts faster.

The build menu is well organized and items light up when they are researched/activated. You do get vehicles later in the game (more on this later) as well as all sorts of fun goodies and things to expand upon. There is definitely a lot you can do to build up your colony as well as explore the universe.

It's very easy to drag items to your hotbar where you have nine bars which gives me the opportunity to organize them into the sections I am building. Top left of the screen is your resource list of your inventory combined with the warehouse. A very handy feature for me so I don't have to keep opening my inventory to check.

While unlocking things I am thankful for the warehouse building. This item has 8 inputs and 4 outputs. That is very useful to set up production lines as with most of the advanced building machinery there are 2 input slots for resources/parts so far.

You get your power from carbon reactors which have a conveyor input you can use to great advantage. This is, of course, provided you can figure out those sorting and filtering blocks. I must admit I watched a youtube on it because that little guide didn't have enough information for me. For example, when using the first mining machine for carbon, you get dirt and carbon. I wanted to send the carbon to the reactors, but filter out the dirt to whatever machine will turn it into quartz. Yep, still haven't gotten there yet, but I will! In Satisfactory we use splitters and smart splitters that you can program to output (on 3 exits) three different resources. Here? I am still scratching my head.

Another part of Astro Colony is the use of robots. You unlock a robot producing machine called Robots Assembler where you make transport robots and other types later. These little spider looking robots pick up things from one machine, warehouse, or storage container and transport it to any machine or building that needs that particular resource. There's even a docking bay for them later in the game. But, if you want a fast production line, I recommend using the warehouse. One must remember to at least leave one block of space between machinery so they can travel to its destination. My beginning base was so crowded I had to redo my layout just for them to travel back and forth.

Ragtag beginning base
My current base


Back to the vehicles I mentioned. You unlock a hangar to get them and even though it looks cool, I lost my first 2 vehicles trying to figure this structure out. There isn't an indicator of which direction your first vehicle comes out, nor does the vehicle have brakes. I had put that hangar on a corner of my base where I was going to drive it onto the planet to do mining only to discover after I closed the build screen that the vehicle wasn't there! So, I next built up the floor around the hangar and built another vehicle (a bloody waste of resources to find this out) only to watch it roll off the edge! I thought it would 'hover' there like what happens in Space Engineers, but nope! It fell far far below with no option to retrieve it!

Needless to say the trials and tribulations in this game plus the load of thinking in single player have me constantly learning as well as plotting up my next steps. So, recently I got into a multiplayer game with my daughter and fellow reviewer here on Chalgyr and even though she went through it in early access, it was good to know some things hadn't changed (however those filter blocks were also a nightmare for her) and other things that were tweaked.


I am thanking the devs from Terad for creating a game that definitely had me thinking throughout playing both single player and multiplayer. I leave the rest of the fun for you to discover. Other than the glitching and weird building function I loved playing this game. It has given me a challenge where I've been opening it up again and again to face it. If you want a survival builder that twists your brain, then Astro Colony is the one for you.  


Score: 8.25 / 10 
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The Core - PC Preview

The Core by developer and publisher Electric Machine GamesPC (Steam) preview written by Susan N. with a copy provided by the publisher.

Estimated Reading Time:  9 minutes
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House Flipper Remastered Collection - PC Review

House Flipper Remastered Collection by developer Frozen Way and publisher Frozen District and Frozen WayPC review written by Jim with a copy provided by the publisher.

Estimated Reading Time: 6 minutes.


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. This might be a good chance for new players to feel excited about exploring the game.

House Flipper is a house renovation game where you take on jobs ranging from cleaning to building new rooms and more. Since it comes with the DLC from the original game, you will get a lot of jobs to unlock. You will pick jobs from your laptop, then pick a city; each area seems to represent one of the DLCs. North Levyville, for example, has all the levels from the original release, while South Levyville seems to be just the garden jobs. Some jobs involve renovating a house to be pet-friendly, and jobs in farming, like fixing a barn for a cow. In total, there are over 100 jobs to take on, ranging from small, short ones like painting a room or picking all the weeds from a yard to huge lots that need to be completely redone.


Some jobs give you a budget you have to stay within, and some jobs have options where they will let you decide between a few different options, like what style they should pick or what kind of room to make. One of the options in one of the first jobs I took was to decide whether to keep a storage room or turn it into a sauna. It's nice to think you are helping the owner decide what to do.

As a house-flipping game, you can buy houses to renovate and sell once you earn enough money. But the game also offers options like renting properties, starting a farm, growing crops, raising animals, opening a cafe, or entering garden competitions, providing a variety of activities to explore.

One thing that surprised me was that, in one of the jobs, you find a puppy and can choose to take it home and raise it. As an animal lover in real life, I couldn't say no and ended up taking it home to my office. You will have to feed it, give it water, and bathe it. You can also play tug of war, feed it treats, and pet it! It is also cool to see it grow over time. My puppy was no longer a puppy after a while in-game! Puppies are not the only animals in the game; there are a large number of pets like rabbits, lizards, cats, and farm animals!


One of the new things I noticed is that the game is now voiced. When you select a job, a character will tell you a little about what they want done and why. The voice acting isn't really that great, but then again, it doesn't have to be that great in this type of game. I had one issue where a few of the jobs never played the opening with the voice acting and loaded me inside a building I wasn't supposed to be in, and I had to restart the level where the voice acting never loaded again, but at least it loaded me in the right place. Another issue I have that seems to be a glitch is that you can use a top-down view to help with building and laying furniture, but a few times I had it open, it wouldn't show anything I placed, or where I was placing new things I was trying to buy. One last issue I had was placing wall tiles: you sometimes placed them on a wall in another room. An update that just came out claimed to fix this, but it still happened in my game after the update.

Graphically, the game looks about the same as the original game, at least to me, and that's at max settings. However, they added more movement in the background, like butterflies, birds, and cars driving down the road now and then. There are some graphic hiccups and stuttering, even on lower settings, and almost every job-opening video freezes for a second or two. The music and sound effects seem to be the same as the original release. One strange sound effect, though, was when I lit a candle; it sounded like a light switch. I think the sound of a flame would be a better fit.

I really like taking on jobs more than flipping houses, and after over 15 hours in the game, I still have plenty of jobs left. There is a lot to see in House Flipper Remastered Collection, which might be a little overwhelming for new players. Some of the tutorials are not really good, or some parts, like laying down a floor plan for a new building, had none at all, and I had to figure it out myself. It took me maybe 5-10 minutes, but I did figure it out. Just like the original, you will level up as you perform actions, and you can spend a skill point to make it easier to do things like building, cleaning, farming, cooking, and so on.


Overall, I think if you own the original and the DLC, it is not worth the price, but if you only own the base game or don't own it at all, then it's worth buying as it's a nice cozy game that I have enjoyed a lot, and there is enough here to keep you busy for hours! It's not a perfect remaster, but the game is still getting updated a lot, so the devs seem to be listening to feedback and fixing the issues people are having. I do think it needed a little more time in development, as some of these issues should have been fixed before release, or it should have been released in early access. Aside from the issues, I do enjoy the game and find it relaxing to play!


Score: 7 / 10


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Fertile Publishing Grounds: Positive Impact Games & ByteRockers’ Games Plant Partnership for The Regreening

The Regreening is a soilpunk fairytale about restoring nature and making a home in a folklore-inspired world
 
 
2026 - Berlin, Germany | Indie publisher ByteRockers’ Games signs on The Regreening developer Positive Impact Games.
 
After a successful first venture into publishing last year with the relaxing kingdom-builder Let Them Trade by Spaceflower, followed by the promising partnership with the young talent creating the atmospheric poem-writing adventure OKU at Irox Games, this third title fully cements ByteRockers’ Games as a supporter of small studios with a strong vision.

    “We are excited about the new partnership with a rising indie team that, at the same time, brings a wealth of industry experience. This women-led powerhouse of a studio impressed us right from the start, just as much as the core game idea of restoration itself. An important and beautiful topic without the usual ‘serious games’ touch. We aim to help this team achieve the success they absolutely deserve.” — Maik Reichelt, CEO of ByteRockers’ Games 




The Regreening calls itself a soilpunk fairytale: a farming simulation about restoring a deserted world and getting back in touch with nature. Players meet ancient spirits based on Baltic folklore and explore the state of their new home at their own pace. The satisfying transformation of the environment through gardening, crafting, and befriending the local fauna captures the genuine joy of living in tune with your surroundings. ​
 

This is the debut game of Positive Impact Games: a Hamburg-based remote studio founded in 2024 by industry veterans who were awarded the Gamecity Hamburg Prototype Fund. ​

The Regreening - Official Announcement Trailer (https://www.youtube.com/watch?v=d9LxtEKE4RE):

 
 
The studio is led by Managing Director Volha Kapitonava, an experienced Producer and Mentor with Marketing background. She is flanked by Creative Director Marie-Anne Hachey (prev. gamigo, THREAKS), Technical Director Merve Meszaros (Engineer with 10 years' experience and renowned Public Speaker), and Art Director Max Besseling (prev. Grinding Gear Games).
 

    “Teaming up with ByteRockers' Games felt like finding our people. Their excitement for The Regreening and their love for meaningful, cozy games perfectly match where our hearts are. As a team rooted in care, craft, and community, we couldn’t ask for a better partner to help us grow our first title.” — Volha Kapitonava, Managing Director of Positive Impact Games
 

As a team, they aim to make wholesome & cozy games that uplift, connect, and inspire change by addressing important contemporary topics. When asked what makes their games special, they cite “the power of play to transform” as core to designing games that build you up and strengthen the soul.
 
Q1 2026 remains a busy time for publisher ByteRockers’ Games, who are currently preparing for the launch of their in-house coding bullet heaven Net.Attack().
 

About The Game

The Regreening is a cozy simulation game about restoring nature in a soilpunk fairytale. Grow plants to create living ecosystems, become friends with ancient spirits, make your own upcycling hub, and hug ALL the animals!
 

Can you transform this deserted world into a joyful home again?
 

Key Features

  •     Plant & Cultivate: Discover new seeds, choose which animal habitats to restore, learn powerful plant synergies, and create beautiful living biomes according to your vision.

  •     Recycle & Craft: Clean up old junk to collect crafting materials and upcycle them into beautiful decorations for your home, or powerful watering systems for your plants.

  •     Befriend Folklore Spirits: Meet mythical nature spirits willing to give you mighty abilities in exchange for your help (and maybe a few shiny objects.)

  •     Enjoy the Fruits of Your Care: Harvest flowers and berries to plant in new areas or to give as gifts to your favourite animals and friends.

  •     Made for cozy gamers: The Regreening offers a completely stress-free experience with no timers or pressure, where every gentle action helps nature recover, wrapped in a rich atmosphere with adaptive music and ASMR-like forest sounds, guided by intuitive mechanics and heartfelt folklore storytelling.

About Positive Impact Games

Positive Impact Games is a women-led studio based in Hamburg and founded in 2024 by five experienced games industry veterans. They are a multicultural team that makes wholesome and cozy games that uplift, connect, and inspire change by addressing important contemporary topics. Their debut game is The Regreening, a cozy soilpunk simulation game.

positive-games.com
 

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.

byterockers.games
 

Copyright © 2026 ByteRockers' Games, All rights reserved.
 



Article by: Susan N.



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Net.Attack() - PC Review

Net.Attack() by developer ByteRocker’s Games and published by ByteRocker’s Games and Gamersky Games - PC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 5 minutes


Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset. This top-down programmable shooter is definitely not my usual cup of tea - you’ll find me building things more often than destroying them - but the way that the game steadily ramps up the difficulty while letting you tinker is a gold mine. At its core, Net.Attack() is about figuring out how to chain together nodes in its simple-looking programming interface to create new and more powerful attacks while you dodge enemies and run out a timer on each level. The way that ByteRocker’s has woven that into fields of gratifying explosions and endless waves of enemies, however, has really elevated this from ‘neat’ to ‘WOW’.



Net.Attack() centers progression around three collectible currencies: ByteCoins (experience used to level up your character), Data (used to purchase nodes to program with), and DarkBits (used to purchase upgrades between sessions). In true roguelite fashion, each session you play will try to conquer a single region with multiple layers (levels) to progress through. Win or lose, the DarkBits you collect can be used to purchase incremental upgrades that apply for all future attempts. ByteCoins and Data, however, are used only within a single run, and do not carry over. That said, without ByteCoins to level up and Data to buy programming nodes with, you’re not going to get very far!

The playing field within Net.Attack() is a relatively simple top-down field, with floating icons to represent your character and enemies within the area. Since you’re playing as a hacker here, this makes sense - you’re looking at a visualization of what you are doing, you’re not physically present yourself. By default, every hacker character (and there are many to choose from) starts with at least one program node that provides an attack. Early on, enemies are sparse and weak, allowing you to carefully pick off enough to get an initial level or two and afford a couple of programming nodes. This is where the game starts to take off, and where my inner nerd rejoices.



Programming in Net.Attack() is done in a dedicated coding screen that pauses the run-and-gun action. Every character starts with a selection of Root nodes, which automatically trigger anything attached to them on a cycle based on their speed in milliseconds (ms). Every node you earn or purchase chains off one of these recurring triggers, and has its own speed value that slows down the whole chain. Sure, you might find a node that drops a veritable nuke on a section of the screen, but anything you have in the same action chain will be crippled by the extra time it takes to run! On the other hand, highly upgraded characters might be able to get some nodes to a point that they actually speed up the chains they’re in, so maybe you can figure out a way to pull it off?



Net.Attack() also makes players think when putting chains of nodes together in the way that those effects are centered. Root nodes always originate from the character, but many attack nodes change the origin of the next node in the chain to be the object it just hit. If that sentence makes you perk up and think ‘chained attacks?’ you’re absolutely correct, and you’ve just hit on a core concept of the game. By using sequences of nodes, you can turn a single initial ping of damage into a screen-clearing cascade of attacks and an explosion, each attack turning its hapless target into the engine of its comrade’s destruction. With single- and multi-target attacks, area of effect actions, FOR-loops, IF nodes and even placable mines that can merge for greater effects, Net.Attack() has a huge degree of replayability within a deceptively simple appearance.



For all the complexity I just raved about, Net.Attack()’s interface is clean and easy to understand, and the in-game documentation walks players through all the concepts on how things interact. The programming itself is easy to manipulate, as players just have to drag a node onto the programming field and then mouse-drag connections for inputs and output to chain them together. No missing semi-colons or frustrating typos here, this is visual programming at its most accessible.

Sound and story here are basic, but that suits the genre well. One does not (normally) endlessly replay the same level in a roguelite hoping to sit through the same cutscene or lore dump for the umpteenth time, so the lack of a deep story isn’t missed. We’re here for action, explosions and creative node programming after all, not dialogue and narration worthy of Shakespeare.

If challenging the normal sets of levels is wearing thin, Net.Attack() also offers daily challenge levels and a sandbox mode to satisfy your explosion-based cravings. To level the playing field though, the daily community-wide challenges strip you of all your between-run purchases, letting every player tackle the challenge from an equal baseline. It's a pleasant change, and can even let you try playing additional characters that you may not yet have unlocked with your post-run rewards. [Side note: these are all earned and purchased using in-game currency from what I saw. No predatory pay-to-win real-money microtransactions here.]



Overall, Net.Attack() is a simple-looking game that will invite you to test the waters, and then let you fight your way back to the desktop hours later wondering where your day went. The node-based programming is absolutely genius, and really takes the game from feeling like a powerup-driven top down shooter into something really unique and engaging. There is tons of replayability here, with the special attributes of each character changing your best options for programs, and the layers themselves are big enough to feel expansive while playing. There is very little that you could ask for that Net.Attack() doesn’t already deliver, and I strongly recommend picking it up. Even better, this isn’t going to set you back AAA pricing - the price point on Steam is roughly $11 Cdn at time of writing, and the game is even on further discount as part of the 2026 Steam Bullet Fest until June 15, 2026.


Score: 9.5 / 10



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Retro Reflections - Warhammer 40,000: Space Marine

Warhammer 40,000: Space Marine by developer Relic Entertainment and publisher THQ—PC retro reflection written by Hamza. Game release year 2011.

Estimated reading time: 9 minutes



Armed with a Combat Knife and Bolt Pistol, and adorned to the neck in sexy blue Power Armour, our hero of the day is Captain Titus, alongside his brave squad of one pessimist and one gung-ho. This motley trio must brave peril—which happens to be an Ork invasion—and save the world (or the universe, even) from unspeakable destruction and possible extinction. This plot and its variants have been done to death in all their glory and stagnation in a dime-a-dozen games, so much so that the mere whisper of "invasion" or "tough heroes" is enough to elicit a series of frustrated moans from gamers and critics alike. Though many have taken different approaches to this gaming trope—ranging from subtle to not-so-subtle—few have actually succeeded in making their creations unique or different.

For example, a developer might introduce an unprecedented game mechanic, or perhaps downsize or blow up an already existing feature, culminating in an experience worthy of going through at least once. Relic Entertainment did exactly that; they blew up the one quality of hack 'n' slash games that matters most—a copious amount of gore and creative death executions—amped it up to 11, and presented a devastatingly entertaining, masochistic, and challenging game. While it bears a strong resemblance to other shooters in terms of story, it is strictly Warhammer 40,000: Space Marine in terms of intense violence, bad-assery, and robust controls. Simply put: Space Marine is the God of War experience I've always wanted on the PC!

Space Marine starts off in a very typical manner: you are responding to a threat because, apparently, the last line of defense and everyone's hope is you. With your armory and squad's status in check, you bravely plunge into the eye of the storm, putting your foot so far up your enemies' asses that they not only become numb, but cease to be asses. While you start armed with relatively weak weapons and the initial enemies are easy one-shot kills, jaded players know that in games like this, everything gets progressively buffed up. What they aren't able to predict, however, is how fast or slow it takes for that to happen. Needless to say, in Space Marine, the transition happens rather quickly, and you go from a general waste-layer to a crater-maker in a matter of minutes.

As soon as you get off the spaceship and reunite with your squad members, a weapon portal (a recurring object in the game) grants you a chainsword. This melee weapon is exactly what the name implies and is easily one of the coolest, bloodiest weapons you get in the game due to its carnage effectiveness and combos. Just as the game hands you a shiny new toy to lay waste with, it conjures a Slugga Nob into the tiny battlefield, perfectly balancing out the two ends of the spectrum. A Slugga Nob is a huge barbarian akin to the greenskin seen on the cover of Cyanide's 2009 fantasy football game, Blood Bowl (which just happens to be a Warhammer spin-off). If you are a newbie, your first few rounds with this new bad boy won't be easy, but after a few tries, you will get the hang of it.

If this generic approach to battling larger specimens is starting to turn you off, do yourself a favor and don't let it. The enemy A.I. is surprisingly smart; they will evade your attacks and take cover if things get too hot. Granted, the smaller greenskins brainlessly sprint in your general direction like pigs excited to get slaughtered, but the bigger ones act almost as a mirror to you and your squad—so taking them out, for the most part, won't be a cinch. I found this welcoming as it gave me a reason to frequently change my weapon to better suit the mannerisms of the enemy. The game also features a loosely executed interactive environment, in the sense that you can shoot flammable canisters (red barrels, basically) and pipe systems to trigger explosions. I hesitate to use the term "destructible environment" because you don't get the option to turn the battlefield layout to your favor, which, in a game like this, could have been an awesome mechanic.

The battles themselves, although starting off nicely and with hints of something new, more or less transition into generic, everyday fights. The purpose of the battles varies slightly, as does the buildup of the momentum, but the premise thoroughly remains the same: a handful of guys against a massive army of greenskins. Sometimes you're left to venture alone for a while while your squad members escort a side character, leaving you more vulnerable and sensitive to greenskin attacks. It is in these "el solo lobo" moments that I found the perfect opportunity to test out my latest acquired purity seal or melee weapon.

Speaking of purity seals and weapons, they aren't exactly original or unlike anything you've ever seen before. But they are, however, executed much better than most. Take the main weapons for example—after a few missions into the game, you get to carry four weapons in your inventory. The first one will be a relatively weak and small weapon with minimal damage power, but it has the advantage of infinite ammo. The second weapon from the primary group was perhaps the most ridiculously overpowered gun of the bunch, and it often emerged as the best choice throughout the campaign mode. At least for me it did. The third and fourth secondary weapons will mostly consist of one-shot-kill weapons that are heavy on damage but low on reload speed and ammo capacity.

In fact, the Meltagun (arguably one of the most devastating guns acquired in the game) may have the awesome power to stun a Slugga Nob in just one hit and obliterate it in three, but it has severely limited ammo and a lengthy recharge time. This makes it ineffective amid a greenskin horde or when many Shoota Nobz or Rokkit Boyz are around. In the melee weapons department, you get your standard hack 'n' slash paraphernalia specifically designed for head-chopping and gut-slicing. Though they get replaced rather infrequently, your lengthy outings with each of them means you will eventually get to know them, caress them, and love them equally. Parting with one will make you feel as if you're waving goodbye to a loyal subject. It's emotional stuff, and there's nothing we can do about it.

Purity seals are a bit curious, and interesting to boot. Curious in the sense of how eerily identical they operate to the power-ups you get in the God of War games. I guess there should be no surprises there, as some of the crew behind this game had also worked on God of War and apparently Gears of War as well. I just wish the logic and implementation of the purity seals had some originality or distinctive features to them; every time Captain Titus bellowed to the heavens while getting covered in a dark goldenrod aura, the image of Kratos preparing to cook up a violent storm always appeared in my head. Also disappointingly, they only last for a few seconds. Lastly, they are interesting in regard to how out of place they look. Fine, science fiction with a touch of fantasy (alien or not) is always appreciated, but fusing Harry Potter with The Terminator leaves one in confusion, with a "WTF" exclamation hovering above their head. Although it's a minor issue and one that quickly gets forgotten in a short passage of time, it remains a worrisome reminder of the faults of the game.

Which is what, you may ask? For starters, originality in this game is about as long as the word itself, and only goes so far. As mentioned before, several of the crew behind Space Marine were also behind the creation of other (more successful) hack 'n' slash and shooter games, but this shouldn't have been an excuse for getting lazy and stealing from their own previous works. When the legendary team behind the first-person Ultima games (which included Warren Spector and Doug Church) shifted to the making of the original System Shock and Thief, they indeed borrowed several elements from the Ultima games they had worked on, but they also radically changed everything from top to toe so that no two games were alike. And while even a toddler could easily distinguish between Space Marine and, say, God of War, the micro and subtle features mutual to both stick out like a sore thumb! Chief among the other faults are the at-times repetition and the seriously non-existent A.I. of your squad members. When you're up against a horde, try to count how many greenskins your buddies manage to kill. Rarely will it go beyond two, as they take the same amount of time to kill a simple greenskin as it would take you to kill a boss Nob!

The voice-overs are decent enough, with Mark Strong—who portrays Captain Titus—understandably emerging as the clear standout. Strong brings a good sense of a weathered warrior feel to the role, instead of opting to choose the readily available "rough hero" or "always complaining badass" cliché. Titus's loyalty to his code and mission, his seemingly incorruptible nature, and the fact that he doesn't bitch and moan about every negative activity that takes place all made for a character I found more accessible and likable than his snarling, realistic, gear-head counterpart, Marcus Fenix. The latter always whines about the minutiae of things and almost never steps down from being the guy who screams "I didn't sign up for this shit!" whenever faced with something 20 times bigger than him. However, Captain Titus is not a fully developed character and isn't given much of a personality to work with. The little that he is programmed with indeed makes him likable, but also monotonous and slightly one-sided. The rest of the cast, unfortunately, exists only to populate the in-game world with stereotypical characters.

Before gearing up for a relatively dangerous mission or meeting up with a person of interest, a cutscene occurs. While I was expecting them to be average at best, they actually surprised me with their weight and animations. In fact, the animation and facial movement of the character models reminded me of those in Half-Life 2—and I believe this is the best compliment I can give regarding the cutscenes. Where Gears of War emphasized cinematic explosions and slow motion, Space Marine uses its brief cinematic moments to further the story at a steady, brisk pace. While they may be brief and very few and far between, they are well done.

In conclusion, Warhammer 40k: Space Marine is one of the more impressive third-person shooters on the PC. A combination of gory gameplay and rewarding progression, Space Marine is a good example of how maxing out one element of a game can make for a great experience. While it may have its faults and may come off as repetitive for the most part, Space Marine is nevertheless a fun, energetic, on-your-toes hack 'n' slasher that you may perhaps want to revisit!

Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.


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Meta puzzle game The Remake of the End of the Greatest RPG of All Time out today on Steam!


‘Tunic meets Inscryption’ in this fourth wall-breaking mystery about the greatest game that never was'

Sacramento, California, May 28th, 2026 - Coin Drop Games and Glootschke Games have today launched their original meta puzzle game, The Remake of the End of the Greatest RPG of All Time, on Steam. Deduce puzzles and solve secrets behind this greatest game that never was!


Watch the The Remake of the End of the Greatest RPG of All Time trailer
https://www.youtube.com/watch?v=CRSeDPOWSoM

 

 

The Remake of the End of the Greatest RPG of All Time (TRotEotGRPGoAT for short) is a deduction Puzzle game set in the last hour of a lost non-existent 90s JRPG complete with original manual, director's commentary, and clips of an unreleased amateur documentary, all used to uncover the secret at the heart of it all: "What is the Greatest RPG of All Time?”


Players start at level 99, seeing the conclusion to story arcs they were never present for, heroic sacrifices by side characters they never knew existed, all while uncovering the meta-narrative of why they've never heard of this game, why they can only play the last hour, and why it's being remade in the first place.


“Have you ever seen a trailer and thought ‘nothing could ever possibly live up to that’ only to be proven right by the underwhelming finale product? That’s the beauty of leaving things open to the imagination, and with The Remake of the End of the Greatest RPG of All Time we wanted to ignite that spark of tantalizing potential by only showing a snippet of a game you could only dream of,” said Lead Designer Lucas Immanuel. “This also gave us the opportunity to create a fourth wall-breaking meta narrative puzzle game about piecing together clues about something that never existed, yet is all too easy to imagine. We hope people enjoy piecing together the game that leads to this climactic conclusion!”




Features:

  • A Fully featured RPG Battle System
  • Complex deduction puzzles
  • Beautiful 3D/pixel hybrid visuals
  • Full-motion video
  • A mystery at its core

What critics are saying:


For more information on The Remake of the End of the Greatest RPG of All Time:


Wishlist on: Steam
Official site: https://www.whatistherpg.com/
X: https://x.com/TRotEotGRPGoaT
Bluesky: https://bsky.app/profile/lucasimmanuel.bsky.social


About Coin Drop Games:

Coin Drop Games is an indie developer making genre-defying experiences that surprise, delight, and intrigue.



Article by: Susan N.




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Medieval Crafter: Blacksmith - PC Review

Medieval Crafter: Blacksmith by developer Compact Core Games and publishers GameDev.ist, Gamersky GamesPC (Steam) review written by Valerie with a copy provided by the publisher.  

Estimated reading time: 7 minutes


Medieval Crafter: Blacksmith, to me, is a relaxing simulation game until you get to the time-management portion of it. I've had the pleasure of actually making a part for my sewing machine at a friend's forge which this game brought back some fond memories. The great part about this simulation game is that you're not actually standing in front of the forge like in real life and getting that 'red' tan!

When you start up this game it has hints on the bottom that had gone by too fast for me to fully read them, so, while I was waiting on the game to load, I did my best to read them as they scrolled through until the game started. There were only four of them, so it was easy to catch them all.

The tutorial starts out with you learning that a new castle is in need of a blacksmith. All during this short tutorial you'll see a yellow outline of where to go next. At the game start you go into the castle for your first meeting with King Aurelius. You're told to meet up with the now retired dwarven blacksmith, Thudgric Anvilbreaker, where you'll take over. In the next quest you'll have to fix up the forge, which he helps you with, to make sure everything is running smoothly for you. I really enjoyed some of the dialogue throughout Medieval Crafter: Blacksmith where "Let's see if you've got the fire for the forge" had me laughing.

In this little realm are the castle, the village, the mines, Heroes Hall, the arena, the forest, and the dock. The first four are unlocks through the tutorial and the others get unlocked as you progress through the leveling and questing systems. There's a fairly simple setup for every part of the game with accessible areas like you and your inventory with tabs for the hero, your talents, and achievements. When you pull up your inventory screen, the tabs listed above make it easier to drop equipment into your hero's inventory as well as keep track of how you're progressing.

Your quests are in the top left corner of the screen and they turn green when completed with an OK! after them. The passage of time is at the top center with a turning sky, night with stars and moon, daylight with the sun shining. Right under the time 'clock' you'll see when an adventure is completed, or a set of zee's to mark the time to rest. The top right corner of the game is your location map and the bottom is your hotbar. More on that later.

A subtle ambiance is the whole of the game with music quietly playing in the setting of a medieval castle realm. The graphics are of the medieval setting with all the tools of the trades and bartering, the areas of interest relating to parts of the realm that quests take place in, and the lighting with fire and candles everywhere. 

Getting around the castle realm is easy with a teleport stone that looks like a knight. When you activate the teleport stone, the map immediately shows up where you click on the location you need to go next. In the tutorial your next stop is the mines because you need copper and coal to fire up the forge.

In the mines there is an elevator, but I chose to head straight ahead not realizing that when you use the elevator that goes to one of the four 'layers' available. The one you are on is the only one you can mine resources in. When you click on the elevator you realize the rest of the layers are locked, so leveling up and progressing through the talent tree will unlock them. When you're mining you are using the pickaxe that Thudgric gave you. As you are using the pickaxe there are green targets that you line up your cursor (which is just a pinpoint dot) for each hit. If you're successful in hitting all the targets you gain both experience and sometimes a gem or another such goodie.

You'll find that as you get your tools to work the forge, that they automatically slot into your hotbar, or action bar as it's called in this game. The first three slots are for your tools and the other six slots are for items picked up after crafting or finding them. You have an ample backpack of thirty-three slots which I found was enough for starting the game. After you bring back the coal and copper your next part of this quest is to smelt the copper ore. It’s a beautiful sight when you pour the slag into the ‘pot’ which should appropriately be a mold for the ingot, but since your ingot production can be as few as three to a lot more, a regular mold plate for the ingot was probably too cumbersome for the game action cycle where the bucket suffices. 


During the tutorial you learn about the parts to the items you create. Even though you forge a lovely sword blade, you find you'll need more to make the actual weapon to present to the king. You're introduced to the anvil, sharpening stone, assembly table, and a storage crate. Later you find out that there is a recipe book that tells you all the parts you'll need to craft the Basics, Weapons, and Armor.

After getting approved by the king, Thudgric directs you to get some rest and that there is a cottage that's empty and ready for a new occupant. It’s also the place where your game progression gets saved - other than the escape and click to save button. During the tutorial itself, I found that a red warning text that you need rest pops up, but you cannot access your bed until that is opened up to you through the tutorial progression. I found that a little aggravating because I was engrossed in the forging process and the quests I needed to complete. Sure, I'm slow, but I am also thorough!

The next part of the tutorial focuses on your hero: where you meet him or her, what you do to outfit your hero, and where to send your hero off to. Your hero is your resource collector of rare goods and resources. The village tavern is where you hire them from and the Heroes Hall is where you'll be sending your hero out on adventures. I so wished I could go with him, but you've settled into this realm as the blacksmith helping the people with equipment you make and by sending your hero off to gather supplies to make the equipment. 

The last part of the tutorial is where that time management comes in. You'll be filling orders (how you make money) and selling your wares. You only have a weapons rack at first, but there is plenty of room for other racks as they unlock during your progression. You learn about haggling with your customers to sell them the piece you made when it’s not exactly what they had requested. Definitely a way to test my reflexes in clicking a button fast enough to get that haggle!

And that, my friends, is where you take over the reigns. Thudgric occasionally pops up as you progress, but I’ll leave you to find that out. I did leave out some parts of the tutorial to give you things to discover on your own. All in all, Compact Core Games did a fine job on this little simulation game for smithing in medieval times. Don’t forget to save, as with most of these types of games you do lose your progress if you haven’t done so!


Score: 9 / 10


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