• Gobliiins Collection - Switch Review

    In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.

  • The Core - PC Preview

    Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...

  • Cat Mail Co. - PC Review

    What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!

  • Volontes - Nintendo Switch Review

    Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...

  • STARSEEKER: Astroneer Expeditions - PC Preview

    STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...

  • Dread Delusion - Xbox Series X|S Review

    Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

  • House Flipper Remastered Collection - PC Review

    I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.

  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

    GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...

  • 70s-Style Robot Anime Geppy-X - PS5 Review

    70s-Style Robot Anime Geppy-X is a mouthful of a title, but you know what? It’s quite the challenging game to describe as well. At its core, 70s-Style Robot Anime Geppy-X is a shooter...

Showing posts with label Simulator. Show all posts
Showing posts with label Simulator. Show all posts

tinyBuild and Fantastic Signals Premiere Upcoming Narrative Driven Simulator Title 'The Lift'

LOS ANGELES – June 6, 2026 | Indie publisher tinyBuild and debut studio Fantastic Signals are excited to premiere a new gameplay deep dive video at today’s Future Games Show Summer Showcase for the upcoming first-person, narrative-driven, supernatural handyman simulator, The Lift. Enjoy Studio Director Ivan Slovtsov’s gameplay commentary and see what repairs are in order when The Lift comes to PC via Steam, PlayStation 5, and Xbox Series X|S in 2027.


Adventurous engineers can also roll up their sleeves, brave the unexpected surprises of the Institute, and offer feedback on the latest in-development build by signing up for The Lift's new June 14 closed playtest on Steam!

Step into the shoes of an engineer tasked with investigating and restoring what was once humanity's most advanced research facility – the Institute. Getting the job done isn’t just about what you do, but how you do it. Whether you start with cosmetic repairs or larger multistep "boss device" projects, every push, pull, click or clean is designed to be supernaturally satisfying in its animation, response and audio design, delivering an almost ASMR-like experience. 

About The Lift

The Lift is an eerie, story-driven handyman simulator in which you renovate and explore a massive research facility abandoned after a mysterious incident. Set in a highly interactive world inspired by Soviet science fiction, The Lift puts a surreal twist on the handyman gameplay formula, tasking players with a wide range of jobs from vacuuming reality-distorting anomalies and collecting fuel from robotic bees to reviving interdimensional satellite dishes and repairing sentient reactors.

  • RENOVATE: Every floor of the Institute is a massive renovation project with unique challenges. Work at your own pace, tackling everything from basic furniture repairs to complex electrical engineering projects. Use a variety of gadgets, craft what you need, and bring the Institute back to its former glory.
  • EXPLORE: Use the Lift as your mobile base while traveling across the Institute. Explore multiple biomes, unlock hidden areas, meet unforgettable characters, and complete their quests. Piece together the mind-bending truth behind the incident that changed everything.
  • REPAIR: Breathe life back into dozens of intricate devices, from vending machines and generators to satellite dishes and reactors. Build circuits with multiple components, identify fault currents, route cables, manage power supply, and generate torque to repair each system.

Join The Lift’s Discord for details on how to participate in future closed playtests!

The Lift is available to wishlist today on Steam, PlayStation 5 and Xbox Series X|S. For the latest news and info, visit www.theliftgame.com, and follow the team’s developer diaries and updates on Steam and X/Twitter.



About Fantastic Signals

Fantastic Signals is a new studio with teams based in Latvia and Serbia. The team is comprised of industry veterans previously working on the Pathologic and Ori franchises, with a keen focus on building immersive, unforgettable worlds infused with deep storytelling and engaging systems-driven gameplay.

About tinyBuild

tinyBuild started as an indie game developer and morphed into a developer-publisher you can't miss. The company’s dedication to creating long-term partnerships and elevating recognizable franchises has resulted in many successful collaborations with talented developers from all over the world. The company has released dozens of games, including the Hello Neighbor series, Graveyard Keeper, SpeedRunners, DUCKSIDE, The King is Watching, and more. Although headquartered in the Seattle area, USA, the company has established a strong global presence with studios across the US, the Netherlands, and Eastern Europe. https://www.tinybuild.com


Article by: Susan N.
Share:

Check Out Corner Kitchen Fast Food Simulator on Consoles!

Corner Kitchen Fast Food Simulator is coming to PlayStation 5 and Xbox Series X|S. This relaxing simulator lets players run and grow a fast-food restaurant. The game launches on PlayStation 5 on February 10 and on Xbox Series X|S on February 26.


Corner Kitchen Fast Food Simulator was developed by independent studio Purple Heads Games. The game first launched on PC in 2025 and currently holds 86% positive user reviews on Steam. The console versions are prepared and published by Ultimate Games S.A.

Become the King of Fast Food

Corner Kitchen Fast Food Simulator is a relaxing fast food restaurant management simulator. Players start with a small venue and can expand it into a large, thriving business.

Gameplay blends hands-on action with strategic planning. Players purchase equipment, prepare meals, serve customers, develop the business, and manage the restaurant’s reputation. The game offers a high degree of freedom in designing, decorating, and furnishing the restaurant.

Running the restaurant also involves hiring and managing staff. Available employees include delivery drivers, cleaners, cashiers, cooks, and head chefs.

As players progress, they can expand their operation by enlarging the restaurant, opening additional floors, or installing more cash registers to improve customer service. Players also choose which upgrades to implement to streamline business operations. The game allows players to experiment with the restaurant’s menu offerings.


Corner Kitchen Fast Food Simulator – Key Features

  • Become the king of fast food
  • Design, decorate, and customize your restaurant
  • Fulfill customer orders
  • Hire and manage staff
  • Take care of your restaurant’s reputation

Corner Kitchen Fast Food Simulator launches on PlayStation 5 on February 10, 2026, and on Xbox Series X|S on February 26, 2026.
Article by: Susan N.

Share:

Drill Core 1.0 is Out Now and The Team Needs Your Help!

SEATTLE — July 17, 2025 | Drill Core, the platform miner simulator from developer Hungry Couch and publisher tinyBuild, excavates to the heart of planet cores and launches into 1.0 today on PC via Steam, and introduces a whole new workforce of creepy (yet effective!) crawlers, led by a commanding Queen.


Join the team of miners at Drill Core Inc. as they welcome new blood to their ranks: Swarnids! Double the workforce with freshly hatched recruits able to complete tasks in a fraction of the time human workers need. Eliminate pesky planet fauna with ease, fortify base defenses, and raise a Swarnid Watchtower to keep vigilante flies around dealing damage to anyone brave enough to get too close.
 
New branching upgrades offer enhanced control over turrets, with customization options and targeted priorities for every strategy. Streamline tactical decision-making during construction phases, and maximize research management via a simplified ore gathering system.
 
As it exits Early Access and enters 1.0, Drill Core adds fresh, innovative twists. Take on ten new qualification challenges to test the knowledge of veteran miners. Up the difficulty ante by banning specific technologies and finding new ways to finish the job. Ensure the future of humankind, and fend off intergalactic threats for the greater good… while making a tidy profit along the way.
 
“While the Early Access journey has ended, Drill Core begins a new life with the 1.0 release,” said Konstantin Burov, Head of Hungry Couch Games. “The latest update introduces elements that will entice new players and keep veteran miners engaged, while pushing their limits of strategic creativity as expert platform managers of the famous Drill Core Inc.”
 
Drill Core 1.0 is available today on Windows PC via Steam for $19.99 USD. The game supports English, French, Ukrainian, Serbian, German, Spanish (Spain), Russian, Brazilian Portuguese, Japanese, Korean, and Simplified Chinese languages.
 
For more information, visit developer Hungry Couch’s official website, wishlist Drill Core on Steam, and follow @tinyBuild and @HungryCouchGame on X (formerly Twitter).


About Hungry Couch

Hungry Couch was founded in April 2019 by CEO Konstantin Burov. In 2021, the studio joined the tinyBuild family before the launch of their debut title, the open-world skypunk sandbox game Black Skylands, in 2023. The studio is now proud to launch 1.0 of its second title, Drill Core.
 

About tinyBuild

tinyBuild is a Seattle-based indie label behind the Hello Neighbor franchise and over 30 renowned titles, including Hello Neighbor, Graveyard Keeper, SpeedRunners, Happy Humble’s Burger Farm, and Party Hard. With additional development offices in Amsterdam, Netherlands, Belgrade, Serbia, and Riga, Latvia, tinyBuild is rapidly building a portfolio of fun, high-quality games across multiple platforms.
Article by: Susan N.
Share:

Naheulbeuk's Dungeon Master - Switch Review

Naheulbeuk's Dungeon Master by developer Artefacts Studios and publisher Dear VillagersNintendo Switch review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 7.5 minutes
Welcome one and all to the Dungeon of Naheulbeuk! A terrifying dungeon renowned throughout the land! Or at least it would be if the dungeon master hadn't let it get run down. Thankfully you're here to fix things by...running a tavern and hiring minions?


Naheulbeuk's Dungeon Master is an interesting title that, despite what you may assume, is more about being a dungeon manager than a master. Yeah, you can place traps and fight off adventurers, but it's actually a very small part of your dungeon economy. Your task in NDM is to successfully earn more money than you're spending and to raise the reputation of your dungeon. Eventually you will have a world recognized masterpiece of a dungeon! Well, sort of. Admittedly it doesn't feel much like a dungeon most of the time.

Earning money! This can be done in a few different ways, such as through your tavern, selling items you've crafted, raiding other dungeons, and repelling adventurers. NDM functions predominantly as a building management simulator however. You have rooms you can build on floors, and must balance room placement and expansion, upkeep, improvements, hiring new minions, and new floors/rooms against your draining money pile.

Let's start with rooms. Each room you make can be defined by marking a series of rectangular sections. You can then place furniture, decorations, and most importantly doors in the rooms. Yeah, I'm serious about the doors by the way. First hour or two of playing I kept having issues where "rooms are not connected". Turns out I just hadn't put in a new door or replaced an old one while expanding. Each room has an upkeep (whether by minions working there, installed features, or taxes) associated and a star level. Room level can be improved by adding more fixtures or decorations. Higher rated rooms keep minions happier.


Now, important to note is that you'll have to expand rooms a fair amount, since you probably don't have the cash needed to make big expansions right away. Remember to always leave some room for expanding if needed. I didn't and then had to replot huge swathes of my dungeon later on. It was super frustrating. On that same train of thought, you can gain access to multiple floors, which minions can travel between, so consider separating some facilities as required. You need to be careful though, as attempting to upgrade rooms can leave you extremely short on funds. Remember, your minions still need to get paid, otherwise they may quit or strike.

Yup, that's right, your minions can quit or strike. If they get unhappy enough, they'll decide they've had enough. What determines this? Well, it depends on race and unit class level, but a simplified version is: room quality, available facilities, and production percentage. Room quality should be pretty self-explanatory: higher room star rating, the better. Available facilities may sound a little dumb, but different races require different things. For example, Drow have a certain penchant for rooming that means they aren't really a fan of the dormitories. Before you ask, yes, you can recruit Drow before you have access to their preferred living arrangements.


Actually, this problem is a bit more prevalent if you're going through the story mode. It is both possible, and quite likely, you will expand past your means, or at least attempt to but find yourself at a loss due to some facet you haven't unlocked yet. The Drow problem was my personal biggest frustration. The Drow specialize in spying, which is required for collecting intel used for raids, which I'll get to in a bit, but they require a specific room. Cue all my spies quitting on me because of this, and me wondering why I'm not earning intel. Well, it's because I don't have spies anymore. This problem isn't necessarily unique to Drow, as units can increase their levels, develop standards you no longer meet, and then quit on you before you have a chance to meet the requirements. You can always hire more lower leveled emplo- *ahem* minions, but then you have lower quality minions. A vicious cycle, especially since they can quit on short notice without your knowledge.

This leads to another potential issue: overspending. While creating, adjusting, and furnishing a room all have costs, which is told to you, it's really easy to put up a bunch of decorations in a room only to find out you've spent half your reserves in gold. Luckily the game makes you fully confirm you want to spend the money you've assigned prior to finalizing a room layout, but it can still get pretty costly.

Now, let's move onto some of the other aspects. First up, how about selling resources, crafting, and the store? If you build the proper room, and hire the correct minions, you can start producing weapons, tools, and other materials. You can sell these, predefine a percentage of wares to sell, or manually sell them. As you sell, the prices will actually fluctuate, so don't saturate the market or else you'll be selling for pennies.


In the store you can spend money on a one time purchase to unlock a decoration. Now I know what you may be thinking "why spend money on this?". Well, some are room specific, which gives a decent increase in the room reputation compared to the common decorations. These still need to be bought and placed, but are distinctly more space efficient than the common decorations, so that's always a positive.

Next up we have adventurer incursions! While you may have initially thought this game would feature more of this, the incursions are rather sporadic and generally handled without you needing to really do much. Sure you can set up traps, and alarms that alert the guards, but adventurers are a surprisingly small component. Once you've repelled the invaders that look to steal your treasure, you're awarded with some cash prizes, yay!

If you feel like being on the other end of the adventurer exchange, you can send your own minions out to raid other areas. Depending on where you choose, you may need to expend intel, select specific types of minions and races, and send them off to do their thing. Be careful though, as the owners of the other dungeons you're raiding won't like that and may decide to fire back at you. If your raid succeeds, you earn money and a sense of conquest, yay!

Now we come to some of the issues I've had with the game. First of all, making selections is kind of aggravating. It isn't always clear if you have what you want selected, sometimes it takes a little bit of backing out and reselecting to actually make a choice, and sometimes the game thinks you're in a state where you are trying to select something, but you aren't really, so you need to "cancel" in order to actually make a selection. In story mode, this is particularly noticeable during the little talking segments. Normally you can hit down on the D-Pad in order to begin the conversation, but sometimes you need to hit the back button a few times in order to allow you to start the talking. 


This is actually a good piece of advice if a menu isn't working how you think it should: back out a few times and redo it. In addition to the above issue, it can sometimes be hard to tell what you have selected, as the game doesn't do the best job of letting you know what you've got up. It's a little annoying, but it doesn't happen often enough that it's game breaking. Also, the game will lag sometimes, especially while saving, so just be aware the game is probably saving if it starts lagging. Thankfully, while the game does act in "real time", you can pause or speed up time, making it easier to go through options and tasks.

There is a surprisingly large amount of goings on to keep track of in Naheulbeuk's Dungeon Master. While a wide breadth of options and mechanics is generally pretty nice, it can definitely get overwhelming trying to keep track of everything going on. Room renovations, adventurers invading, managing how content the workers are, sending out raiding parties, managing the stock market on your craftable resources, and keeping an eye on the store can all be a bit much when you're doing it at the same time. While there are some aspects you can relegate to the back-burner pretty easily, that doesn't mean you want to neglect them entirely.

Overall I'd say Naheulbeuk's Dungeon Master meets it's goal: dungeon management simulating. While managing the dungeon can certainly be entertaining, there are a number of frustrating aspects included as well, such as somewhat awkward controls, difficulty selecting small objects, and some questionable unlock progression during story mode. On the other hand, building up your dungeon from scratch can feel quite rewarding, and getting it working like a well oiled machine certainly has it's perks. While Naheulbeuk's Dungeon Master is probably a title more geared towards big fans of the management sim genre, there's still a lot to be had for less avid players if they're in the mood. 

Score: 7 / 10
 
 
 
Share:

Haunted House Renovator: Demo available ahead of Steam Next FEST - PLAY TODAY

2024-06-06 - Image Power is delighted to announce that the Haunted House Renovator demo is now available! Be the first to try it after our successful playtests and add the game to your wishlist. 

Also Available at Steam Next Fest 

Get a sneak peek ahead of the Steam Next Fest happening in June 10-17. This demo gives you an early look at the game’s thrilling blend of home renovation and paranormal activity. Don’t miss your chance to explore and share your experience! 

Experience the Demo and Join the Conversation 

Explore the game’s mechanics, confront various hauntings, and enjoy the detailed, atmospheric graphics and creative decorating options in the Haunted House Renovator demo. Remember to add the game to your Steam wishlist and share your experience by tagging Image Power and Haunted House Renovator on social media! 

Players are also encouraged to join the official Discord server where they can talk with the developers directly. Any feedback is taken very seriously and the game has already gone through many changes since the game’s Kickstarter campaign. 

Changes since the Kickstarter Triumph 

The demo presented at the Steam Next Fest has a lot of extra content and more polish than the Kickstarter preview version showcased in March. New additions include a gremlin intruder, two new rooms to explore, and a fearsome wraith that can possess the player. Aside from that, the tutorial was improved while the game got a lot of quality-of-life improvements, all based on feedback from Kickstarter backers and playtesters. 

Aside from new additions and improvements, the demo went through rigorous bug-fixing, making it more stable than ever before. There may be some lingering bugs still present and optimization isn’t where it needs to be yet but thanks to bug reports submitted by the community, all issues are swiftly taken care of. If a need arises, there may be patches for the demo released during the Steam Next Fest. All to ensure that players have a fun experience trying out the game. 

The Future of Paranormal Renovation 

There’s no official release date yet for the full version of Haunted House Renovator. There is still a lot of work to be done, especially regarding new locations. The full game will feature a campaign, a progression system, a simple pet system (teased but not shown in the demo), and obviously more mysteries and hauntings to solve. Releasing the game in Early Access is a possibility but that decision has not been made yet. 

Right now is a perfect opportunity to experience the thrill of paranormal renovation. There’s a lot to do and experience already, and any suggestions have a real chance of being included in the full game. Don’t miss out on trying the demo of Haunted House Renovator for yourself! 

ABOUT THE GAME 

  • In Haunted House Renovator, you take on the role of a paranormal renovator, transforming haunted houses into stunning homes while dealing with ghosts, demons, and other supernatural entities. 
  • Key features: 
  • A first-person paranormal renovator simulator experience that plunges players into the heart of the supernatural. 
  • Atmospheric graphics that set the stage for a truly eerie adventure. 
  • Encounters consisting of various hauntings, possessions, and curses players have to combat while navigating through each haunted house. 
  • Diverse locations, each presenting its challenges and mysteries. 
  • Unbound creativity with decorating, enabling players to transform these haunted houses into inviting homes. 

ABOUT IMAGE POWER

The history of Image Power reaches back to 2012 and the establishment of the first concept art and digital painting school in Poland 'Potęga Obrazu'. In 2019, after becoming a public company, Image Power extended the scope of its business to game production and publishing. In April 2021 the Company successfully debuted on the NewConnect market of the Warsaw Stock Exchange. The strategy of the Company assumes working on low-budget productions, including simulators and similar genres, as well as gradually engaging in projects of higher production and marketing scope, including the premium category. Image Power creates games with the use of internal developer teams, as well as external studios. The strategy of the Company is to publish 3-4 titles per year for PC, PlayStation, and Xbox family consoles, and Nintendo Switch.


Article by: Susan N.



Share:

Construction Simulator Review

Construction Simulator by developer weltenbauer. Software Entwicklung GmbH and publisher astragon EntertainmentPC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 6 minutes



Construction Simulator by developer weltenbauer. Software Entwicklung GmbH and publisher astragon Entertainment is a visually gorgeous simulator that will satisfy everyone who ever wanted to know just how much work goes into every building we see - without having to actually get out of their gaming chair. Challenging players with projects ranging from local parks to full building complexes, road repair and more, Construction Simulator tries to take you from your desk to the worksite. This isn’t just a game about driving big trucks, however, as Construction Simulator also touches on all sorts of aspects of running a company in the industry - vehicle repairs, material costs and more will make players think not only about what they are doing, but how they are doing it.

So much to do...

The banner appeal in Construction Simulator is the huge fleet of vehicles that the game offers players. Over 70 extremely detailed replicas of real-life vehicles from flatbeds to backhoes, cranes and loaders underscore Weltenbauer’s commitment to an accurate simulation environment. Vehicles function in a manner that is immediately familiar and recognizable, allowing players to quickly understand what equipment can (and cannot) do.

Vehicle control in Construction Simulator can be daunting at first glance, with just your average flatbed having standard driving controls, deployable side stabilizers, openable side boards on the bed, and a fully articulated and player-controlled knuckle-boom crane onboard. Weltenbauer handles this smoothly, with the player swapping control modes between major function groups. The flatbed, for example, can’t be driving around when the stabilizers are deployed and the crane in use, so there’s a natural division there.

Control schemes are generally shared between vehicles, so WASD often controls equipment rotation and height adjustment, while QE handles boom extension or secondary joints. Perhaps the only awkward control set that I encountered was when driving tracked vehicles - since the treads can be controlled separately, left and right treads have to have independent forward/reverse motion. While forward was QE, the natural reverse mapping would feel like ZC - but key conflicts force it to be CY instead, an oddity that took a lot of getting used to.

Looking good while you do it

Articulation and animation in Construction Simulator is extremely detailed and high quality as a general rule. From watching stabilizers deploy to watching a load sway on a crane hook because you swung it around too quickly, there is little disbelief that needs to be suspended here. Having a personal background in trades and manufacturing, I was ecstatic to see the game get some of the tiny details right.

One that stuck out to me was how forklifts are modeled - not only is the player in control of the vertical lift of the load, but the fore/aft tilt of the forklift mast is also modeled so that loads can be angled to secure them during transit. The downside to such attention to detail, however, is that the few areas where it wasn’t put in stick out much more prominently. A few small items like raising or lowering the side boards on a flatbed truck - a seemingly simple single-hinge movement - aren’t animated, instead just snapping from one state to the other. After all the work in the rest of the game, this is the sort of thing that you can’t unsee once you’ve noticed it, precisely because it stands in contrast to the level of quality everywhere else.

Construction Simulator provides a look into the administrative side of running a construction company as well. The player gets their building tasks through accepting various contracts, and must both buy the required materials and have the appropriate vehicles available to complete the work. A dealership provides both purchase and rental options for vehicles, and both equipment fuel and maintenance needs are modeled in the game. Growing the player’s company will require a constant awareness of what is deployed to the contract and attention to ensure that equipment doesn’t get used for longer than needed to keep costs down. Over time, the player can expand their company to include more vehicle slots and handle larger jobs, as well as storing unused material from one job to the next.

Travel and pacing

Travel in the game relies on the player to drive (or walk) to each location at least once. After that, a fast travel system is in place that allows the player to avoid the tedium of having to drive every vehicle from the company yard to the contract site or other location. I found that this system was a bit of a mixed blessing, however, as it led to me having equipment scattered around town at former contract sites that I hadn’t bothered to bring back “home” to the company yard. Flipping between vehicles as you fast travel around can also be a bit disorienting, as every style of vehicle has its own control scheme, so switching mindsets from A to B to C as fast as you can bounce around the map takes some getting used to.

 

Perhaps the single greatest downside to a game like Construction Simulator is that it requires you to do everything yourself - which ironically is also a great source of its appeal! Players who want to say “I built that!” are going to love the appeal of seeing their site come together piece by piece. Players who are looking for that extra reward of dopamine that comes with a completed job, however, are going to find frustration as they yet again go to the gravel pit for material, drive it to the job, unload the material, and generally do every step of the process solo. Construction Simulator offers the ability for your friends to jump in, however, so that many hands can make light work of complex projects.

Conclusion

Construction Simulator does what its name says, and does it well. If you enjoy detailed simulations and enjoy replicas of authentic equipment, this game is going to be a solid hit for you. If you enjoy playing management sim games and growing a company, this might also be a good game to try. On the other hand, if you are looking for a quick, arcade-like payoff to your games, give this one a pass. Construction Simulator has more depth than a freshly-dug foundation, and more grit than a load of gravel.

Now if you’ll excuse me, I’m off to build a house - from the comfort of my chair!

Summary

Construction Simulator is a highly detailed simulation of the modern construction process. Putting the player at the controls of a huge fleet of replicas of authentic equipment, this gorgeous game will hit the spot for players looking for a relatively relaxed, engaging game.

This is a great fit for the dedicated building or management gamer, but has a slower pace than RTS or action gamers will be used to. Grab this one when you need a break from against-the-clock action and you won’t be disappointed.

Score: 9 / 10



Share:

PowerWash Simulator Review

PowerWash Simulator by developer FuturLab and publisher Square EnixPC (Steam) review written by Richard with a purchased copy.

Estimated reading time: 5 minutes 



If you're like me, then you have an annoying tendency to want to clean everything, but hate actually doing it. If only there was something that would make it feel like you're making progress. An interim reward, or maybe… A DING.

Welcome to the world of PowerWash Simulator! A game where you whip out your pressurized water wand and wash away all the dirt and grime in the town of Muckingham! PowerWash Simulator is a weirdly cathartic game where you visibly see your worries getting washed away with the grime. Luckily for you, or unluckily for the residents of Muckingham, the town has a ridiculous penchant for getting absolutely filthy. This means you'll have plenty of things to clean, from vans to planes, houses to circus rides, everything needs a good washing.

PowerWash Simulator is really simple. You've got a pressure washer, you point it at stuff, you spray your water, it gets cleaned off where you're pointing. No need to worry about a water reservoir or cleaning up the water, you just need to worry about spraying away the dirt. When you point your washer at an object, you'll notice a little gauge, as well as a "piece name", in the top corner of the screen. The more dirt you spray away, the more that gauge fills up. Once you've cleaned it off enough, you get a wonderful "ding" sound and the part is clean. Larger objects may be split into multiple smaller parts, such as dividing large walls into segments.

As you clean parts, you'll be earning money. This cash can be used to upgrade your washer! You can buy different nozzles, extensions for the washers, better washers, or even special cleaners to help get rid of those pesky stains. That being said, some parts are pretty pricey, and you don't really earn a whole lot, so think a little bit about what you buy. Thankfully you can replay stages for extra money, if you're so inclined. Pro tip, better washers not only have better range, they also have better cleaning power. Make sure to use the right combination of washer, nozzle, and extension to properly clean your commission!

Each commission you're given follows the same basic principle. You walk onto the site, or into the garage where the vehicle is, and basically only see a large black and brown shape vaguely resembling something fathomable. It is then your job to hose it down until you find the real colour under all the ick. You are given a few extra tools, generally in the form of a step ladder, an extension ladder, or a scaffolding for particularly tall commissions. Sometimes commissions will give you interesting maneuverability, such as a Ferris wheel you can turn on and off, or a temple where you have to stack ladders smartly in order to reach the peak. Most of the time though it will be a pretty standard fare, not that there's anything wrong with that!

Throughout Career mode, you'll be receiving commissions from the residents of Muckingham, along with an interesting plotline in the background involving red velvet cake and the local volcano. Your commissions vary widely, and upon completion of set amounts, you can unlock new things to buy in the store. Also, completing the commissions allows you to play them in Free Play. There are also four additional stages to clean in Special Mode. In Free Play and Special Mode you and up to 5 other people can join in to fight grime in Muckingham. Even in career mode you can have one other friend join you in your dirt destroying mission.

You also will unlock options for Challenge Mode, where you are tasked with cleaning one of your old jobs either within a time limit or while only using a set amount of water. These can be challenging, hence the challenge mode, but with a little planning and effort, I'm sure you can do them!

There's no music in PowerWash Simulator, just the sound of spraying water and the wonderful sound of Dings as you complete your sub objectives. This is kind of great for two reasons. First of all, it feels super relaxing to just sit down with nothing but the sound of spraying water and the telltale signal of you making progress. On the other side, you can set up a podcast or a video in the background or on a second monitor, and have a nice relaxing time cleaning things while listening to something or watching a show. Graphics are pretty good for what they are, as you can clearly make out all the individual components to objects you're cleaning. Pressing TAB allows you a sort of temporary "dirt vision" in order to see what's left to do. And yes, if you're inside a structure to be cleaned and you hit TAB, your whole screen lights up in a blinding orange.

I can honestly say, after having spent a solid 60 hours hosing down houses, cars, circus rides, temples, gnome fountains, and minigolf courses, PowerWash Simulator is a great way to sit back, relax, and take your mind of the stresses of everyday life. It's great to see things get clean, with a visible and auditory benchmark of completion, and it's just so…soothing. Well, until you're cleaning something and can't find that last 1% to have it fully cleaned, but thankfully that's usually solved with a dirt vision, some crouching or jumping, or just spraying back and forth for a bit.

Overall, PowerWash Simulator is an absolutely amazing way to sit back and unwind after a tough day, to just distance yourself from the troubles of the mortal coil. It's oddly addicting, and the sense of accomplishment from cleaning a big job and seeing the difference is really great for your self-satisfaction. The dings also help. PowerWash Simulator may be a bit of a weird niche title, but it definitely has that sense of accomplishment you may not be able to find in real life.

Score: 9 / 10



Share:

The Wandering Village Preview

The Wandering Village by developer Stray Fawn Studio and publisher WhisperGamesPC (Steam) preview written by Hayden with a copy provided by the publisher.

Estimated reading time: 5 minutes 



The Wandering Village by developer Stray Fawn Studio and publisher WhisperGames is a beautiful new entry into the colony sim genre. Taking control of a small group of nomads who are fleeing the slow corruption of their land by toxic spores, you climb aboard a giant creature known as Onbu to make your home as it slowly plods across the land. As you build your home, you must be mindful of the limited resources within reach as you travel. You will need to balance not just the familiar needs of your village, but those of Onbu as well. You will need to watch for poisoned air affecting your people, toxic plants taking root near your village, and even ailments affecting the Onbu on which you live.


Climb aboard Onbu, make your village and see the world. Just hold on tight when it flops down to sleep for the night!

The Basics

Like most colony sims, The Wandering Village has the player balancing the resources available to the settlement. Food production, housing, happiness and various construction materials are familiar territory for players. As has become more frequently seen in titles lately, there is also a focus in the game on scarcity and interaction with your environment. In this case, the Onbu that carries your village around is the personification of that (more on that later). The resources available to the player on Onbu’s back are inherently limited to what can be found within that limited area. Only so many trees and rocks are on Onbu’s back, and the creature’s size creates a limit to how far your village can sprawl.


For being on the back of a giant Onbu, this happy, thriving village looks like it would fit into any number of colony sims.

The Twist

As the player is traveling on the back of Onbu, there are opportunities to investigate and scavenge the environments as you pass through. Certain buildings will allow the player to send out teams to investigate points of interest nearby: forests, quarries, mines, ruined settlements, and the list continues. Depending on how far away from Onbu the teams have to travel, their total job time will vary. Investigating something just ahead of Onbu’s line of travel is quick, while investigating things far off to the sides or already behind Onbu take considerably more time. Your investigation options are also limited to a specific area around Onbu that you can see - once you’ve moved past a location, it is hidden and inaccessible to you.


What you see is what your scavenging teams can reach. Once you've passed it by, it's gone....forever?

The other part of The Wandering Village is your relationship with the creature Onbu itself. Onbu needs to eat and sleep, has its own health and sickness (poison) pools, and needs to decide where and when to wander. The player has access to various buildings that can interact with Onbu directly, from trebuchets to feed Onbu to doctors and dung collectors (hey, its massive amounts of free fertilizer!). The darker side of this is that the player can also choose to do things that hurt Onbu - extracting blood and minerals to fuel the village, feeding it medicated foods to alter its metabolism and so forth. Onbu will react to this by altering its trust in the player, making it less likely to heed the player’s suggestions on when and where to move. Lose enough trust, and you might find Onbu wandering into a desert full of storms that will wreck your buildings!


Onbu's health and condition is a constant presence in your village stats in the top right corner. And Onbu itself is hard to miss too!

Excellent Extras

The Wandering Village includes a few nice touches that help it stand out. For example, players will find on the main settings menu that Twitch integration is built in. In The Wandering Village, this allows the game to pick up the names of people in stream chat and use those as the names of the villagers. Don’t like the jokes that PookyPie423 is making in chat? Maybe a stint manning the dung collector is in order!

The way that The Wandering Village uses variations in biomes is a great touch as well - moving from forest to plains to desert to frozen tundra forces the player to adapt. Different crops, different methods of obtaining water, and even different job priorities can be appropriate depending on the local climate. This variety really gives The Wandering Village a nice leg up on other colony sims that try to use weather and seasons to influence play, by breaking the predictable cycle of seasons that players are used to.

Moving to Full Release

The Wandering Village just launched into Early Access on September 14, 2022 and developer Stray Fawn Studio has been very open with their plans on how to move through Early Access. The developer speaks to this directly on the Steam store page, and gives about as much certainty as could be reasonably expected at this stage:

How is the full version planned to differ from the Early Access version?

The full version will have a bigger set of features and more content. We plan to add new building types, new biomes, new events/missions and expand the background story of the game. It will also be more polished, having gone through lots of testing and QA. We are also planning to add controller support to the game alongside other Steam features such as trading cards and achievements. And finally, we're sure players will have lots of interesting ideas during Early Access which we will consider implementing as well.”

Summary

The Wandering Village is a solid, well-balanced colony sim with a broad enough feature set at the point it has entered Early Access to keep many players happy for quite a chunk of play time.

Consistent, high-quality graphics and animations make both the village and the giant creature Onbu come alive, and a relaxing sound score manages to not become repetitive or intrusive even after hours of play. Variations in biomes as you travel and build keep play fresh and challenging, avoiding the stagnation of a single “ideal” build style that other games sometimes create. This is a great entry for colony sim and management sim players, and definitely worth wish-listing if you can’t buy it right away.

Score: N/A




Share:

To The Rescue! A Heartwarming Dog Shelter Management Simulator Available Now!


LITTLE ROCK, Ark. – Nov. 2, 2021
To The Rescue!, the heartfelt dog shelter management simulator from developer Little Rock Games and publisher Freedom Games, goes up for adoption today on Windows PC and Mac via Steam ahead of its planned release date for later this week. Twenty percent of the developer’s proceeds will be donated to The Petfinder Foundation to support real-world animal shelters.

Step into the bustling local animal shelter and help some stray pups find their forever homes. Manage the inner workings of the dog shelter while maintaining a warm and welcoming environment for future adopters. Ensure each pup and person are perfectly paired up between four dog sizes, seven breed types, and 29 dog varieties with dozens of individual personality traits. It may take an army to keep this thankless task going, but those fuzzy faces are more than worth it.

Balance feeding, grooming, and exercise schedules for all of the dogs in between belly rubs to ensure everyone’s health is in tip-top shape. Manage shelter resources by upgrading facilities, hiring staff, securing additional funding, and replenishing essential inventory on a tight budget. Most important of all, keep in good standing with the local community to become the heart and soul of the town.

“We are ‘unleashing’ To The Rescue! early to delight sim fans and dog people everywhere!” said Olivia Dunlap, co-founder, Little Rock Games. “We are delighted to not only pay respect to shelter volunteers around the world; but also bring meaningful awareness to their work through this game as well as assist in raising funds by donating a portion of our team’s proceeds.”

A Tiltify campaign launches today as well allowing anyone to jump in and assist in raising funds for The Petfinder Foundation. To The Rescue! is available now for $19.99 USD. The development team has pledged 20% of their profits from the game will be donated to The Petfinder Foundation as well.

For more information on To The Rescue!, check out the Little Rock Games website and join the community on Twitter, Facebook, Instagram, and Discord.


About Little Rock Games

Little Rock Games is a community-based tabletop game development studio and To The Rescue! is their first digital project. Focusing on making projects that emphasize local, ethical, and impactful elements, the studio aims to raise awareness of social issues as well as donate to organizations whose work inspires the subject matter of their games.

To learn more, check out the official Little Rock Games website.

About Freedom Games

Freedom Games is a publisher dedicated to offering best-in-class services to partners and providing players around the world with unique and memorable experiences. With over 50 years of combined industry experience at the executive level, Freedom Games seeks to leverage its expertise to facilitate great games and even better publishing experiences.

For more information, visit the official Freedom Games website.



Article by: Susan N.
Share:

Hot Wheels Unleashed - PS5 Review


Hot Wheels Unleashed
by developer and publisher Milestone S.r.l.Sony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated reading time: 7 minutes


Hot Wheels Unleashed was one of those titles that caught my eye when it was first announced, which has the potential to disappoint if it didn’t meet my expectations. The good news? It exceeded them. Hot Wheels Unleashed is a fantastic arcade racer with plenty of staying power.

First and foremost – it’s the aesthetic for me. Having been born in the 70’s, playing with toy cars in a variety of bigger-than-life racetracks predates my love of video games, Hot Wheels Unleashed tickled my nostalgia in a unique way. Instead of blocky, retro graphics doing the trick, the visuals are instead bringing my childhood memories into sharp focus. For starters, there is a massive collection of cars here, and they get presented with fantastic, detailed models. Before you acquire them, they sit in their traditional cardboard backed, plastic-covered packaging that you used to see in the stores when they were hanging on wire racks in the toy department. It’s a simple aesthetic before opening one, but still pretty cool.

However, it’s the variety and design that takes center stage here. You have traditional cars, but you have plenty of other IPs in there as well, from Snoopy on top of a car or Batman represented. This sets the developer up with an opportunity to release plenty of DLC here as well, going forward. This is more than just visual flare however, as the cars have the specific stats we have come to expect from racing games. Acceleration, top-end speed and handling vary from car to car. One interesting twist is the boost meter, which can handle a bit different from one type of car to the next as well, from smaller, compartmentalized boosts to longer, single thrust slingshots that send you rocketing past the competition.

This ties into the two different kinds of resources in the game. One is coins, which is simple enough – you use it to buy blind packs or from a pool of rotating cars that you can purchase directly. This kind of blind pack system could be frustrating at first glance, because there’s no duplication protection and the first time I drew a duplicate I sighed. Then I quickly discovered I could sell the duplicate and it was just about the same price as a new blind pack, so I jumped right in and pulled something new moments later. The other resource are parts / gears that go into upgrading your cars. You can take a common car and upgrade it to a rare one and further upgrade it again if you save up enough parts. Early on, I had one that I liked well enough to invest in and get really good with, but the more I played Hot Wheels Unleashed, the more cars I unlocked and the more I found myself upgrading multiple vehicles to see how they turn out and play compared to one another.

All of this works only because the core gameplay is so tight. I was surprised to find I was not terribly good at Hot Wheels Unleashed initially. Not because I’m great at racing games – I’m really not. But I got my tail kicked in the tutorial, which is not how that usually goes. There are different difficulty settings, which was a big help to me early on as I learned the nuances of the controls. There’s little things, like how drifting into corners can help more rapidly replenish your boost, that you need to learn to take advantage of in order to come out on top. Track familiarity is helpful as well. First time through there was almost always one little thing that would surprise me, such as a key jump or a sliding turn that took me off of the path just a bit more than expected, that I had to learn. Additionally, the difficulty only really impacts the opposing cars, which is great in the races / nodes / objectives that have you going up against nearly a dozen opponents – but it doesn’t help a lick if your racing skills aren’t quite up to snuff and you are struggling with time attack nodes in the campaign.

The track design is arguably the best element of the game, but it kind of ties into my above statement about needing to learn the tracks. It’s one thing to see the track layout in the corner of the screen, similar to most racing games. But there’s a few extra elements that you can’t always anticipate for by looking at that, and often times these are involving sharp turns which doesn’t give you a lot of visual warning either. If you don’t make a jump going fast enough, you’ll miss the landing point on the other side of the gap and have to reset your car. There may be a section where you’re on a brown wooden floor with orange cones coming up that don’t really stand out much until you’re right on them and already turning – leading you to stray from the track. These little quirks are sometimes annoying in what is otherwise pretty fun track designs. They make use of a combination of things, such as magnetic tracks that allow you to go vertical or through large loops like the old school tracks of my youth, but also span tabletops, have household items as part of the visual environment that just add a bit of flare to everything.

Aside from getting new cars, you can also unlock new items in the area called the Basement. This is one of a half dozen other zones (such as a skate park or a garage), but the basement is probably the coolest for two reasons. One, it’s the most like my childhood in terms of nostalgia. Additionally, you can edit the basement, adding things like different items for the shelf, different colors and patterns on the walls, ceilings and floors, things like that. You don’t get to make any changes to the actual race course, but it’s still a neat feature that I’d love to see added to the other locales later. Also, given the action’s intensity? I found it difficult to take in the environments unless I was having someone else race and I was spectating. It’s dangerous to let your eyes drift off of the track for too long. In terms of the camera view, I could see this being an issue for some people as well. I prefer the angle used here – behind the car is my default in pretty much all racing games. But I can see some people feeling it’s a missed opportunity to see the dash or even take on the action from a first-person perspective not offered here.

Last but not least, there’s several modes here to keep you coming back for more. You can do quick races, online matches and the other normal modes – but there’s a bit of a more involved campaign mode that has you doing ‘boss battles’, different kinds of races (timed, competitive position, etc) that unlock nodes on the map with each successive victory. Each victory also tosses you things like gears, coins and blind packs, further adding to your stock of cars. It’s all a very rewarding system of progression, constantly dangling that carrot while the game itself really lends itself to that addictive “Just one more race” mentality. Lastly, for those with a creative itch out there to scratch, the Track Builder mode is pretty robust and you can share them out online, giving Hot Wheels Unleashed the kind of limitless potential that could keep gamers rallied around this game for a long time. Now, you don’t have access to all of the ‘parts’ right away, as you’ll have to earn them – but these are not core components. Just extra bits of flare that can be tacked on later.

Summary

Hot Wheels Unleashed is a fantastic and thoroughly enjoyable arcade racer that brings my childhood imagination to the big screen in thrilling fashion. The visuals are fantastic, there’s plenty of modes and some pretty solid progression elements that kept me coming back for more.

Score: 9 / 10





Share:

Monster Harvest - Switch Review


Monster Harvest
by developer Maple Powered Games and publisher Merge GamesNintendo Switch Review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 9 minutes


Monster Harvest is a farming simulator that combines elements of the typical simulator we all know and love with a turn-based monster fighting game. It appears to be a fantastic addition to the genre but ends up being extremely disappointing. Our review will cover everything from gameplay to combat to the graphics and UI.

Gameplay

Monster Harvest, the next great farming simulator game is out on Nintendo Switch and it isn’t great. We begin our journey like any farming sim. We are contacted by our estranged uncle who needs our help taking care of the neglected family farm. Of course, our character is accustomed to the big city lifestyle that has become dull and boring, so we take him up on the offer.

In Monster Harvest, the locations of the buildings are preset, unlike other games where there is customization. Right off the bat, this feels like a conscious choice to show the building options as well as the supplies required to upgrade. In games like Stardew Valley, players have to go to the upgrade vendor across town to find out what is needed. In that way, Monster Harvest is off to a good start. Players also discover that to the right of our house is a barn of sorts which houses your planimals.

In the beginning conversation, which is about 95% of the whole ‘story’ of the game, we learn that SlimeCo is the great evil (read: JoJo mart). Monstrous slimes are on the loose! It becomes apparent that this is a unique aspect of Monster Harvest. Your uncle, the mad scientist, has found a way to harvest the slime power to create what is known as ‘planimals’. At first, this seems like a refreshing and cool concept because players can grow all kinds of creatures from their crops, but soon it becomes lackluster.

Furthermore, the game would have a cool concept if it was executed well. See, crops are used for everything like profit generation, evolving planimals, and stamina replenishment. At the beginning of the game, making a profit is the best option before worrying about the other elements. And while this creates an interesting crop economy management situation, it is frustrating because there are short-term and long-term problems with its design. In the short term, players decide which crops will become planimals, which crops will be sold, and which crops will be reserved for food. The long-term issue is that players need to have a stash of crops for consumption. The reason is that there is no way to replenish stamina other than by sleeping and eating food. Normally this isn’t a problem, but it feels like the stamina bar isn’t large enough - a point I’ll get into a little later.

The townsfolk are rather bland and don’t have a new dialogue with every interaction. Yep. That’s right. The people have about as much substance as cardboard. Plus, pursuing relationships aren’t worthwhile as there is no reason to try. Yet for some reason players can gift the citizens items without being reciprocated with cool story beats or dialogue.

There is no passage of time in the game. Normally this isn’t a problem as it allows players to focus on farming, building, and exploring the dungeon, but it means that there’s little incentive to do much after clearing the farm of supplies. And about that dungeon, it is procedurally generated and only has five levels or rooms. It can only be entered at night time and only if you have a planimal.

And on that note, let’s talk about the combat in this game.

Combat

Combat in Monster Harvest is the most refreshing concept and also the most poorly executed. The first thing to note is that dungeon-delving can only be done at night time. It isn’t reliant on a player’s stamina nor abilities because the combat is done through a turn-based battle system. You fight the monsters with your planimals, which is great, but they only have a total of three abilities. What’s even worse is that none of those abilities include a heal. And to tack onto that idea, there isn’t even ‘planimal food’ to heal them. The only ways to heal are by sleeping (which also heals the planimals) or when the planimals level up.

But the disappointing part of the combat doesn’t only boil down to those aspects. The real killer is that even though there are only five procedurally generated rooms in the dungeon, if your planimal fights more than one creature in a row, they will likely die. If the planimal dies, then players need to use another one, which likely starts at level one - so you lose all the progress you’ve made. This is more disappointing because there is no option to retreat from a combat scenario and you cannot heal the planimals between fights either!

If those factors weren’t enough to convince players that the combat is terrible, then I have one final point to make about the combat system. Players can house several different types of planimals on their farm, but they can only use the primary one in the dungeon. The other planimals don’t matter and this leaves players with the sense that the combat isn’t really important. And considering players only start with one damage ability, this combat system is likely the worst that I’ve encountered in this style of game.

Graphics and UI

For all the mudslinging I’ve done thus far, the graphics aren’t that bad. I like the aesthetics created by the pixelated design. There are certain aspects of the graphics that are quite cool, including the fact that the male and female character models are a little more refined than some of the other farming simulators out there. That said, while I like the graphics overall, it was hard to tell when the crops were ready to be harvested.

My biggest gripe about Monster Harvest is the terrible UI design, especially considering that this is a Nintendo Switch game. In each menu, there are multiple tabs that provide useful information, but somehow this showcases how unintuitive the UI is. Plus, there is no explanation about the control scheme nor the different concepts in the game. While I know that many compare Monster Harvest to Stardew Valley, in the latter game I can use a controller without issue. Part of the reason is due to the simplistic UI and design. In Monster Harvest it is not. Plus, if you combine the Joy-Con™ drift issue into the equation, this game is challenging to play no matter what your expectations are.

And since we are talking about different aspects of the UI, I can honestly say that this game should not have launched to the Nintendo Switch without a better text font or menu options. I played on a TV and I had a hard time reading the text. I can’t even imagine what that would look like in handheld mode. There aren’t even options to alter the UI size either, which doesn’t help provide accessibility to players.

Pros and Cons

With the combat issues, bland characters, terrible UI, small text, and lack of story, I had hoped that something about Monster Harvest was well executed. But, the more I played, the less I liked. In the end, all of these issues became the final nails in the coffin. However, I do have a list of pros and cons for players that are on the fence.

Pros:

     The game has a nice music loop. It’s soothing, if not repetitive.

     Monster Harvest as an interesting mix of game genres.

     The core game concept is cool. Not only do players use crops to generate profit, but adding slime to the crops turns them into planimals. They can regain stamina by eating crops.

     Planimals fight for you, meaning you don’t have to worry about stat upgrades, gear, or losing equipment like an RPG.

     Players might be happy with the fact that there is no time limit to tasks. The clock is mostly for show because the time passage doesn’t occur until players go to bed.

     Players regain stamina by sleeping or consuming their crops.

     Monster Harvest is a relaxing experience. There is little penalty for losing a planimal.

     Cute title suitable for all ages.

     Inexpensive title to purchase.

Cons:

     There is no map.

     The game has no rebinding of keys option or UI customization.

     There is no tutorial or full story. In fact most of what you need to know is said at the very beginning. Since the game has no progression, it is uninspiring at best.

     It's not readily apparent when crops are done their growth cycle.

     It's very hard to read the text, especially on the Switch. This is partly due to the text size but also due to the font choice.

     Monster Harvest doesn't have a clear indicator that there are options to buy individual items. I accidentally bought too much product because there is no tutorial or explanation.

     There is no option to sell at the general store! Players are only able to purchase products there.

     During combat, there is no option to retreat! Considering how difficult it is to heal, this concept is a key addition.

     Players cannot heal their planimals in between combat sections except by way of leveling up or sleeping.

     The stamina total is quite low for an infinite daytime cycle or the regeneration of stamina is too low. Players don’t get a lot of bang for their buck. Why bother having an infinite day cycle if there isn’t anything to do?

Monstrous Summary

Overall the idea of Monster Harvest was a great idea, but sadly lacks many elements that make the genre fun. Players are accustomed to building relationships with the townsfolk through gifting, which is an element in the game but there’s no real progression with it. Monster Harvest also lacks the freedom of placing buildings on their farm. Each building has pre-designated locations. And while I love the idea of growing your own fighting pets, Monster Harvest requires a lot more substance to be rated higher than I’m giving it in this review.

If Monster Harvest had invested some more time in any of the major aspects of the game, like the combat system, the relationships, or the story loop, the other issues might have been forgiven. Since I found myself bored with the gameplay and confused about my purpose in Monster Harvest, I can’t rate the game any higher than a 6 out of 10. There are too many missing elements for this game to really stand up to the other farming simulators on the market.

Score: 6 / 10



Share:

Random posts

Our Streamers

Susan "Jagtress" N.


S.M. Carrière

Aldren



Affiliates

JenEricDesigns – Coffee that ships to the US and Canada

JenEricDesigns – Coffee that ships to the US and Canada
Light, Medium and Dark Roast Coffee available.

Blog Archive

Labels