In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.
Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...
What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!
Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...
STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.
GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...
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...
To describe it in one line, Depth Dwellers is a massive
eyesore. Back in '94, when id Software released their magnum opus,
Doom, suddenly everyone wanted to hop on the new wagon that
had driven into town and create a Doom-clone of their own.
Some achieved success, others not so much—and this game is
decidedly the latter.
Attacking you head-on with spelling mistakes and a story no one
bothered to read, Depth Dwellers starts off just like any
other shooter. You begin in a room, wondering how you got there,
and—blast!—you get killed by the very first enemy you encounter,
in this case, the one on your right. The POV is first-person,
naturally, but it is so heavily zoomed in that it feels as if you are
playing through a fishbowl or a magnifying glass. The level designs
are mediocre at best, confusing at their absolute worst, and
completely uninspiring. I mean, Zork has better mazes than
this. Did I just commit social suicide by mentioning a legendary
classic in a review of a mediocre game such as this?
If it took you 20 minutes to finish the first level and you only got
lost about 151 times, then yes, you're actually playing it
correctly—because you were playing it "normally," the way
you would play any other game. Apparently, Depth Dwellers
calls for something else entirely, and what that is, I do not want to
know.
However, not every aspect of Depth Dwellers is legendarily
bad, no matter the impression it might give you. The music, for
example, is pretty good. The same short, ambiguous track keeps
looping in the background; and though it doesn't fit the overall
violence and horror theme of the game at all, if you were to take it
independently, the music is quite nice. The other redeeming factor is
how Depth Dwellers excels at capturing a horrific,
dread-forsaken atmosphere. This is evident the second you are thrown
into the game.
The ominous moans of tortured prisoners that occasionally break the
moody silence, coupled with the use of muted, dull colors like black,
brown, and grey, all contribute to a memorable horror setting... but
unfortunately, the execution just isn't strong. Thus, Depth
Dwellers falls short of both playability and likability. It had
the time to gather its resources, but not the common sense to use
them correctly or in the way intended.
In short, as one of the earliest Doom-clones from before the
genre even got a proper name, Depth Dwellers should have
succeeded where it utterly failed, but it so happened that it utterly
failed where it should have succeeded. It became such a massive
eyesore that one can rightly call it the Bubsy 3D of the FPS
genre.
Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.
Apogee. Gosh darn it, modern gaming culture will never understand the
thrill of booting up a computer, typing an Apogee game's executable
into MS-DOS, and seeing that logo fly across the screen with the
immortal tagline, "Apogee means action." Damn right! Apogee
may have fallen out of style and recognition lately, but their 3D
Realms banner is still flying high, responsible for the first two Max
Payne games, Prey, and the ill-fated Duke Nukem
Forever.
Having grown up playing Apogee games, the company holds a soft spot
in my heart and will forever remain one of my many gaming heroes—even
if their games aren't exactly ultra-classics, barring Duke Nukem
3D and Rise of the Triad. Despite lacking a consistent
one-two punch, several of their games are indeed highly enjoyable,
such as the side-scrollers Bio-Menace and Monster Bash.
Rise of the Triad was not only the first Apogee game I ever
played, but it was also my very first exposure to first-person
shooters. That's right, my interest and morbid addiction to all
things FPS originated here. ROTT FTW!
Right from their inception, Apogee dabbled in the silly and absurd;
with ROTT, they waded deep into surrealism—an unprecedented
feat in a then-infant genre that had no guarantee of becoming the
next big thing. With id Software being deathly serious about their
titles, it is safe to say Apogee brought much-needed humor to the
genre. It consists of Shadow Warrior (a parody of Eastern
martial arts movies), Duke Nukem 3D (a parody of over-the-top
action films), Rise of the Triad (a parody of violent gangster
movies), and Blood (a parody of horror films, mostly cheap
B-movies). At their heyday, these four were true rivals to id Software, but
now they exist solely to provide old-school, over-the-top, violent
action for those curious and brave enough to dive headfirst into an
era that wasn't yet filled to the brim with dime-a-dozen WWII
shooters.
Rise of the Triad follows a strict rule of exciting gameplay
and fast, gun-toting action. Mere seconds into the game, you are
handed a heat-seeker. After depleting that sweet carrier of carnage,
you switch back to your primary weapon—a handgun with unlimited
ammo. You never have an excuse for running around wide-eyed trying to
find extra bullets. Although it is the weakest weapon, the mere fact
that it is bottomless makes it beyond awesome.
One major crutch that has permeated a great many FPSs is the god-mode
cheat. Those scared stiff by a Cyberdemon's haunting footsteps to the
point they couldn't move have had no choice but to jam in the
now-legendary IDDQD
code. Those unlucky enough to be prancing down SHODAN's corridors
with a sweaty complexion also had no option but to grant themselves
invulnerability to protect against her "creations."
However, in ROTT, god-mode is neither a cheat nor an
unlockable; it is an actual, glorified, free-of-cost power-up weapon.
Like I said before, ROTT is crazy and anything goes. With your
godly powers, you can smite your foes and mash them down into gory
giblets.
If you think that isn't crazy enough, take a bite of this: you get to
play as a dog. Once again, your eyes do not deceive you. Getting to
play as a hound in this hilarious, gory, and surreal romp is the
wackiest concept I have seen since the playable killer rat option in
Die Hard: Viva Las Vegas, where John McClane and his enemies
are oversized rodents. Though the dog plays only slightly differently
than its human counterparts, it possesses the incredibly cool ability
to kill foes just by barking at them. Excluding the games by ShinyEntertainment, very few games on the market present themselves as
this silly and actually relish in it. ROTT is one of them, and
the man to thank is none other than Tom Hall.
As one of the chief founders of id Software, Hall was responsible for
some of the company's biggest breakthroughs, including Wolfenstein
3D, Doom, and the immensely likable Commander Keen
games. He is also the creator of the iconic Dopefish—the unofficial
mascot of pre-success id Software. Due to creative differences, he left id Software and
joined Apogee, serving as a designer for Rise of the Triad.
Though not his absolute best industry contribution (that honor goes
to Anachronox), it remains one of his creative high points.
Here, he was able to exercise his wildest and craziest ideas. With
two creative forces like Tom Hall and Apogee working together, ROTT
was bound to be ultra-wacky and insane. And boy, was it ever.
In conclusion, Rise of the Triad is a definite must-try for
fans of the genre. As one of my ultimate gaming guilty pleasures,
ROTT remains completely satisfying until it wears out its
welcome, and engaging for as long as you, the player, decide to call
it quits. Don't let its dated, sometimes embarrassing looks deceive
you; it is a great shooter. And delightfully gory, too.
Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.
20.00 CEST |19.00 BST | 11.00 PDT | 7th June 2026: During the Xbox Games Showcase, we released our first action-packed gameplay trailer featuring nearly three minutes of footage captured completely in-game, and the first look at Hunter, the new Fuhrer who has washed the Metro in lies and propaganda to gain the ultimate power. We’re also proud to announce that the game will be in players’ hands in February 2027 where it will launch on Xbox Series S|X, PlayStation 5, Steam, and Epic Games Store.
The Hunter Trailer.
Blending jaw-dropping gameplay and impressive graphical fidelity the trailer showcases the return of close and claustrophobic stealth-action gameplay, tunnel and surface exploration, iconic METRO mechanics and diegetic survival elements. The 3-minute premier also gives a glimpse at the new stealth weapon – The Shatun – as well as a new breaching charge for your arsenal as you delve deep into the dark heart of the Metro.
The Stranger won’t stop until the Fuhrer burns.
The Metro has been transformed by a powerful new regime and its leader, the fanatical Spartan leader known as Hunter. METRO 2039’s protagonist, The Stranger, is consumed with anger and hatred, chastising the Fuhrer for his lies and hypocrisy. As part of the Spartan Order, Hunter was a legend, a high-ranking, experienced Ranger, who swore to protect the Metro. What’s left of the Spartan Order as he knew it lies in ruins, and where the Spartans were once considered selfless protectors, the Stranger believes Hunter has become the very enemy the Spartans used to fight...
Missed out on the latest METRO news? Be the first to learn more by registering for updates at METRO2039.com and follow us on X, TikTok Instagram, Facebook, Threads, YouTube and Bluesky with @MetroVideoGame. To find out more about 4A Games, please visit the official website at www.4a-games.com, follow on Facebook www.facebook.com/4aGames and Twitter www.Twitter.com/4agames.
METRO 2039 is developed in Ukraine amid Russia's ongoing full-scale invasion, and in Malta. 4A Games continues to support its homeland and team members in Ukraine in every possible way. If you wish to contribute, we can recommend the Official Fundraising Platform of Ukraine: United24: https://u24.gov.ua/
About METRO 2039:
METRO 2039 is the next landmark FPS from acclaimed storytellers, 4A Games. Journey into the dark heart of post-apocalyptic Moscow in a harrowing conflict for the very soul of the Metro. Experience the most shocking METRO adventure yet in a powerful single-player story that weaves exploration, survival, combat and stealth across a hauntingly beautiful but deadly world with unparalleled immersion.
Inspired by the worldwide best-selling METRO book trilogy by Dmitry Glukhovsky.
About 4A Games:
4A Games is an award-winning, multinational video game development studio known for its immersive, story-driven experiences and technical ambition. Founded in Kyiv, Ukraine in 2005 by industry veterans with a shared passion for AAA-quality games, the studio has established itself with the METRO series, building one of the most acclaimed narrative-led FPS franchises in gaming.
Now headquartered in Malta, with the majority of the development team still located in Ukraine, 4A Games has over 200+ talented team members from all over the world, with diverse and unique backgrounds that brings countless years of experience and love towards creating deep memorable experiences for our audience.
Deep Silver is the home of captivating gaming worlds from the gripping post-apocalypse of METRO, to the twisted paradises of Dead Island to the authentic Medieval landscapes of Kingdom Come Deliverance. For more information, please visit www.deepsilver.com
The Core has gone Rogue. Deep Rock Galactic needs your help!
STORY
Expenite - a new mineral of incredible value and use has been discovered on planet Hoxxes! Space mining company Deep Rock Galactic immediately sets up covert mining operations deeper than ever, to harvest this precious material.
Suddenly and without warning - all the dig sites go dark, and all contact is abruptly lost. In this action-packed 1-4 player co-op roguelite, take on the role of a team of elite dwarven Reclaimers called to planet Hoxxes IV to deal with the situation.
Bring the lost dig sites back online, unravel the mystery of The Greyout, and keep it from happening again using all the guts, guns, and grit at your disposal. The Core has gone Rogue. DRG needs your help!
GAMEPLAY
Co-op Roguelite
Each Rogue Core mission begins with selecting your loadout - picking a Phase Suit equipped with an Active Ability of your choice, as well as one of a range of unique Reclaimer Weapons. Once loaded up, you board your Drop Pod and land at the outer boundary of a lost dig site, facing the Greyout Barrier surrounding it. Luckily, R&D has equipped you with a device capable of carving a hole through it, but once you go in, there is no way back except mission success. Proceed through the Barrier on foot and fight your way down multiple procedurally generated stages to the deepest and most dangerous level of the site.
During each stage, you will salvage caches of DRG equipment and weapons to expand your arsenal for that mission. The dig sites are also full of the wonder-mineral Expenite. Deposit any Expenite you can find into your trusty Processor Drone to generate a wide range of powerful temporary upgrades. Thus, as you progress ever deeper, your power will grow, but so will the challenge. Every little bit will be needed to make it through all the stages, reach the Core, and reclaim the dig site.
Between missions, you return to your ship - the RV-09 “Ramrod”, parked in low orbit above Hoxxes. By completing mission tasks and reclaiming dig sites, you will earn the means to research and permanently unlock new Reclaimer Weapons, Phase Suits, and Suit Mods. Expand your gear options and experiment with various setups to tackle the deepest and most dangerous dig sites.
Early Access - FAQ
How is DRG: Rogue Core different from Deep Rock Galactic?
The main difference is the roguelite game structure. In short, this means that you start each mission with only the most basic equipment, and you collect random upgrades, gear and abilities as you go. This makes for lots of variety in your build, and the potential for extremely powerful upgrades and synergies.
On top of that, the core gameplay has three main differences:
It's faster-paced. You’re under more pressure, and time is a resource you need to manage. Each level is on a mission timer, and you may not be able to complete every single side objective before your time runs out and you reach critical threat level.
It's harder and more intense. The baseline difficulty is more challenging. We’d say the game probably starts close to the 'Hazard 3' experience from Deep Rock Galactic, and it scales up from there.
There's more focus on combat. In Rogue Core, the cave generation is more linear. Where DRG had more focus on traversal and terrain modification, Rogue Core introduces fighting in and around industrial structures in the caves.
Is this Roguelike or Roguelite?
While ‘Roguelike’ is often used broadly for all kinds of games that have “runs”, “builds” and random upgrades, we deliberately use the term Roguelite to indicate that there will be a meta gameplay level with permanent character progression that carries over between missions.
What playable classes are there in Rogue Core?
In Rogue Core, you step into the boots of the Reclaimers — Deep Rock Galactic’s elite corporate security force. In early access launch, it features five playable Reclaimers:
GUARDIAN: The walking shield. An expert in area denial and close protection. Damages enemies with concussive blasts, and restores the team’s armor.
FALCONER: The aerial attacker. Deploys an airborne assault drone to electrify enemies, and in an emergency, can even revive teammates from afar.
RETCON: The fighting hologram. Capable of ‘warping’ back to a previous point in spacetime, restoring health and ammo to recover from dangerious situations. Lethal in all time zones.
SPOTTER: The marksman. Highlights and weakens targets with toxin darts, sees enemies through walls, and can deploy ammo for use in extended firefights.
SLICER: The melee class. Carries an energy blade capable of dismembering all but the toughest opponents. Mobile, agile, aggressive.
Do you have more classes planned in the future?
Yes! But we don’t know exactly what, or when.
Can the female dwarves have beards too?
Yes. They’re dwarves.
How long does an average run last?
Completing a mission (or ‘run’, as we call them) in Rogue Core usually takes around 45 to 50 minutes. Some can take longer than others. And of course, they can be shorter as well if you meet an untimely death.
Why isn’t Rogue Core just an expansion of Deep Rock Galactic?
There are two main reasons for this.
Rogue Core introduces a lot of new gameplay mechanics and progression systems. When we started working on Rogue Core as a prototype project, we quickly realized that we’d really have to dial down our scope and ambitions if we wanted it to all fit into Deep Rock Galactic. It’s been much more motivating (and fun) to explore new gameplay systems, art directions, weapons and damage mechanics when we don’t have to ‘justify’ or balance it with regular Deep Rock Galactic. If we tried to mash it into Deep Rock Galactic, we’d risk screwing up the balance, or diluting that game’s own identity.
You can’t do Early Access with a DLC. Early Access is a really important way for us to shape the game according to community feedback, and there’s no way to do that with DLC for an existing game. Deep Rock Galactic wouldn’t have been the success it is without a healthy Early Access run, so we wanted the same development experience with Rogue Core. For more of our thoughts and feelings about Early Access, check out the ‘Early Access’ section up above.
Will Rogue Core eventually come to consoles?
We hope so, but we’re not working on it right now. Our priority is running the early access version here on Steam, and bringing the game toward an eventual 1.0 launch. Perhaps one day though!
Will I get a discount on Rogue Core if I own Deep Rock Galactic?
Yes. We’ve made a Steam Bundle with the two games, so you’ll automatically get a “complete the Bundle” discount. Keep in mind that to get this, you need to buy the Rogue Core via the Bundle, rather than the standalone title.
When does the Early Access arrive?
The Rogue Core Early Access is out now on Steam!
How are you planning on involving the Community in your development process?
We like community feedback. The best way to get in touch with us is through our Discord server, which is also where we organize regular playtests for fans and community members. All feedback, whether positive or negative, helps us steer our development process and ultimately make a better game.
If you’ve got some feedback you want to share with us, you can:
April 24, 2026. Toulouse, France | French independent developers Lance joined forces with Minishoot' Adventures game designer Séverin Larose to present Guns 'n Goblins. In development for PC, the game is an incremental horde-based survivor FPS where players will blow up monsters by the thousands with the only mission to defend their castle. As the swarms grow crazier, players will level up and upgrade their arsenal from a simple gun to devastating weapons capable of taking down dragons!
"The project began with a simple question: why isn’t there an incremental FPS built around massive hordes to destroy? From this idea, the collaboration between Lance and SoulGame quickly took shape. Maxime’s engineering made it possible to render thousands of monsters on screen simultaneously ; Florent’s untamable creativity brought a vibrant world made of cute monsters to life and Séverin’s experience in game design brought everything together. What started as a straightforward concept has evolved into a fully realized game designed in a way that players won't be able to put down!" - Séverin Larose (Game designer and co-founder at Soulgame)
The Story
“With every rising moon, tides of monsters wash over the land.
Long ago, a king constructed the Bell Bastions to draw these hordes away from the defenseless.
That kingdom has since fallen to ruin, but one single Bastion still stands.
You are the last Bell Ringer.
And this is your first night.”
MAIN FEATURES
Try to survive waves of monsters with thousands of units on screen.
Dictate the pacing by ringing the bell to call even more monsters at once.
Unlock new weapons to grow your arsenal and reveal their potential at higher tier.
Level up your character to gain stats and life changing skills perks.
Meet a cast of colorful and shady characters that will help improve your cozy bastion.
Enjoy fruitful runs and permanent progression where nothing is lost on death.
About the Developers Soulgame x Lance
Séverin Larose is Minishoot' Adventures game designer and Lance is a collaboration between two friends, Florent Réfrégé and Maxime Vican, centered on video game experimentation in the 2010s, their studio was officially founded in 2017 to develop Onde in collaboration with 3-50 studio.
Toxic Commando harkens back to video games years ago when they were fun and innovative while giving the player freedom to explore among the waves of enemies in a 4 player chaotic onslaught of combat and driving mechanics. There have been many acclaimed successors of the Left 4 Dead style that are 4-player action survival games like Dead Island, World War Z, and a slew of others, but this title brings a new kind of meat to the genre.
John Carpenter, in collaboration with Focus Entertainment and developer Saber Interactive, worked on the game's story and composed its musical score. The story begins with the tale of four mercenaries tasked with delivering cargo into a undisclosed location. The job is simple and straightforward until the payload is compromised and the soldiers are infected with a incurable parasite.
A scientific experiment meant to harness the energy of the Earth's core goes wrong and accidentally releases an entity called the Sludge God. Soon it begins to turn the soil into scum and mankind into zombies. However, the scientists behind the experiment come up with a plan to stop the Sludge God. You and your teammates are the primary keystone to preventing the end of the world and all humanity.
The man you are working for, and who saved your life, is Leon. He runs experiments in the containment zones and is the one man who kept you and your team alive. After fixing a life support vest for each mercenary, they proceed forward, benefiting from the super power side effects as result of the infection coursing through their bodies.
The whole presentation, music, and controls land in such a beautiful mixture of positive action soaked mayhem that it is easy to become overwhelmed when playing solo against the masses of undead that rise from what they call "The Sludge".
The dialog feels like something straight out of a blockbuster action film with playful dialog that pushes the player towards key goals and progression forwards. Although, I noticed repeated dialog if I wandered off to explore the hidden corners of the maps, many of which were futuristic, and the main player hub's model work was polished and impressive. I spent countless moments admiring the scenery and atmosphere before realizing I was in the midst of a game, and not just sight seeing. In the player hub are mini games that keep gamers busy amid mission changes and loadout modifications. While in the hub, the music is right on point. Even when driving through hoards of undead or scouring the remains of locations for supplies, the music is perfect.
Snappy controls and rapid response times in player actions makes the gameplay feel polished and refined ensuring a complete delivered product in its game genre, as this title can be played solo, or with three friends taking over the roles of four mercenaries.
The swarms and waves of undead flood the battlefield as players unleash a full arsenal of grenades, fully automatic SMG's, and additional secondary weapons that can be found or unlocked in the world during missions by using gear points or are hidden around the environment.
The driving mechanics are reminiscent of Mud runner and Snow runner series' as the vehicles carry weight and impact damage depending on the vehicle type you find and/or use. A police cruiser will slide swiftly around tight corners and catch grip on surfaces to indicate its acceleration and speed. The pickup truck will be slower on the acceleration, but can tread through deeper Sludge. It sports a front end winch hook to easily drag the vehicle through rough terrain and has a mounted LMG in the bed of the truck to defend it from the masses. These details make the vehicle mechanics just feel "right."
The Star characters consist of four individuals: Astrid Xu, Walter Irons, Ruby Pelicano, and Cato Arman, each have their own personalities and skill trees. The points accumulated from missions contribute towards a wide range of power ups that aid the player in the progression through the story and different maps. Additionally, the vehicles that you find also have unique perks and power ups that the player will utilize, and oftentimes rely on, to get through swarms of the undead scourge.
I'm hesitant to mention the repeating dialogue when prompted or prodded to continue on, because mentioning it during missions has oftentimes prompted negativity from the public. Though, I hope that the dev team might consider a delay or more randomization of dialog. In hindsight, compared to the action and adventure of scurrying through these maps in a desperate attempt to complete objectives dwarfs any small amount of chatter the NPC's may have, and that keeps the player focused on the action.
It's a definite must grab for any group of players or streamers looking for driving destruction, mayhem, and madness. And of course, the satisfaction of laying waste to swarms of zombies is fun! If this were a Hollywood summer blockbuster, I would be adding it to my collection and watching it over and over. It harkens back to a memory of early Left 4 Dead days, when playing online with a few friends, trying our best to survive and having a blast.
This Co-operative FPS from Dead By Daylight Creator Behaviour Interactive – Sams from Across the Multiverse Join Forces this Year on PC and Consoles
Austin, TX (March 26, 2026) - Dimension-hopping developer Behaviour Interactive (Dead By Daylight) and rocket-jumping publisher Devolver Digital (BALL x PIT, Baby Steps) have joined forces to unveil Serious Sam: Shatterverse via today's Xbox Partner Preview showcase. This multiversal multiplayer FPS is based on the adventures of boomer shooter legend Sam ‘Serious’ Stone – whose over-the-top run-and-gun classic, Serious Sam: The First Encounter, celebrates its 25th birthday this year – but with an oh-so-modern roguelite twist. (https://store.steampowered.com/app/2067210/Serious_Sam_Shatterverse)
Serious Sam: Shatterverse is a co-op FPS where five players can team up, blast through shifting universes, stack wild boons, bend the rules with run modifiers and hunt the deadliest forces of Sam’s relentless arch-nemesis, the villainous Mental.
Mental’s maniacal machinations have fractured the walls between universes, and now Sams from multiple dimensions must learn to work together to repair the Shatterverse. You’ll travel across shifting universes to finish battles other Sams couldn’t, fighting alongside alternate versions of yourself to defeat the big bad’s five nefarious lieutenants.
While this game is developed by Behaviour Interactive, newcomers to the Serious Sam universe, the developer has the full blessing of series creators Croteam:
“Seeing Shatterverse come to life is a really big moment for us,” says Croteam’s Davor Hunski, co-creator of Serious Sam. “It's very exciting to see another talented team step in and create something bold, fresh and different within the universe we cherished for so long. I can't wait for both the old and new fans to experience this new interpretation of the series!”
“Our main goal was to respect Serious Sam's rich legacy while presenting it in a fresh, contemporary way unlike anything seen before in the series,” says Behaviour Interactive’s Nic Duchesne. “Working with Devolver has been an incredible, enriching experience for our team. The folks there are real renegades of the video game publishing world: they always put the game first and aren’t afraid to carve their own path.”
FEATURES
Wield a big, loud, stupid and frankly irresponsible arsenal of weapons, mixing classic Serious Sam guns and all-new toys plucked from the Shatterverse
High adrenaline run-and-gun FPS combat with big battlefields, non-stop pressure, a lot of backpedaling and perfectly timed one-liners when everything’s on fire
Leans into Serious Sam’s legacy and pushes it forward with procedurally shifted runs across hand-crafted arenas set in previously unexplored worlds
Navigate unstable anomalies, hidden portals and high-risk opportunities that can supercharge a run – or end it instantly
Push forward for greater rewards, unlock powerful modifiers and take advantage of upgrades that permanently expand your possibilities
Face off against massive hordes of enemies including classic Serious Sam foes and fresh monsters under Mental’s control, all begging to be gibbed
All this and more awaits you in Serious Sam: Shatterverse, launching on PC, PlayStation 5 and Xbox Series X|S this year.
Check out serioussam.com for more information. See you in the Shatterverse.
Porto Alegre – March 4, 2025 – Retro FPS enthusiasts and fans of classic anime rejoice! Mullet MadJack, the Brazilian hit from developer Hammer95 Studios and publisher Epopeia Games, will be available worldwide via Game Pass and purchasable on the Microsoft Store this March 13 at the price of 19.99 USD.
Mullet MadJack immerses players in an engaging gaming experience, transporting them to a world full of excitement. With a unique fusion of elements influenced by classic 90s FPS games, strategy, and intense action, this game promises to keep players entertained for hours on end. It's no surprise that it has surpassed the 120.000 copies sold mark, demonstrating that boomer shooter fans really loved the title.
ONE POLICE OFFICER WITH A MULLET, AGAINST A HORDE OF BILLIONAIRE ROBOTS!
In an exciting journey inspired by classic anime, you will be immersed in the cyberpunk world of Mullet MadJack, set in the 90’s... 2090s to be precise. Your mission is to rescue the world's most famous influencer from the clutches of a dangerous criminal organization comprised of powerful billionaire robots.
In the future, vigilantes are addicted to dopamine, and to get their fix, you'll have to overcome deadly challenges in each skyscraper, floor by floor, all in pursuit of securing your own dopamine hit. Get ready to face each level and claim your dose of adrenaline.
As you progress through the building's floors, a crowd hungry for action follows your every move through live streaming broadcasts. This public exposure creates additional tension, increasing the pressure on you and the need to achieve increasingly more impressive feats. Your battle is not only for the liberation of the kidnapped influencer, but also for the preservation of your own reputation and the entertainment of those who are watching.
Get ready for a journey filled with dangers, thrilling challenges, and the aesthetics of the golden age of anime.
"We love the golden age of Japanese anime from the 80s and 90s, and we want to pay tribute to that magical era with this game." says Alessandro Martinello, Game Director.
What makes Mullet MadJack Unique?
Exciting and dynamic combat: Race against time and infiltrate a building alone, overcoming each floor until you reach your objective.
Campaign mode: Clear floors filled with robots, and in crucial moments, execute ultraviolent finishes on your enemies to survive.
Survival mode: Utilize your skills in an endless mode and outdo your friends.
Unique visual and art style: The contrasting colors between black and vibrant neon evoke the aesthetics of violent and adult anime from the era of VHS tapes.
Engaging narrative: Set in an Old School cyberpunk world full of robots, the aesthetics of 90s anime merge with an action-packed environment.
Nostalgic soundtrack: Inspired by the synthwave genre, the soundtrack sets the tone and urban atmosphere of the game.
Evolve your character: Enhance your character with smart choices so that you can reach the top floor in the best possible time or you'll have to try again, all in the best Rogue-Lite style. But remember that each upgrade will affect how the game is played.
ABOUT MULLET MADJACK
Mullet MadJack is a highly fast-paced first-person action-adventure game designed for single-player. It draws inspiration from the Badass Old-School classic anime of the 80s and 90s, featuring a retro aesthetic and immersive gameplay that transports players back to the nostalgic era.
The game features vibrant colors, memorable characters, and a unique story, providing an authentic experience for both gaming enthusiasts and anime fans alike.
ABOUT HAMMER95 STUDIOS
Hammer95 is a collective of 3 devs who love the aesthetic of old anime and aim to bring back that nostalgia!
For more information, please follow our social media profiles:
Epopeia Games is responsible for other games that have already been nominated for several awards, but now promises to innovate in terms of the farm game theme with its new release. Gaucho and the Grassland, which has already been awarded in the category: BEST REGIONAL ASSOCIATION GAME PITCH at the Big Festival 2022 in São Paulo, has a final release date planned for 2025, but in the future it will be released on other consoles such as Xbox, Nintendo Switch and Playstation 4/5.
Hamza: Music is a constant in my life. My interest in other mediums come and go,
but my deep interest in music remains. I don’t often finish a video game
100%, but I make it a point to go through its soundtrack at-least once.
About half the songs on my Spotify playlist are tunes from video games; the
numerous articles I’ve written for our Memorable Music in Gaming
series is testament to that.
To me memorable music is just that: memorable, within or without context.
It makes you smile when you hear it elsewhere, i.e., the Fallout 3 theme in
that ONE
scene from the 2024 Fallout TV series. I know I’m talking about the same
property in two different mediums… but wow, that moment was a kick in the
head. The second Lucy unfurled the NCR flag and the theme kicked in, I got
crazy goosebumps.
For this entry you’ll find a lot of love for RPG and RTS soundtracks from
my colleagues, which is completely justifiable. They are, after all, crucial
in maintaining the precise mood for the next 100+ hours you’ll be spending
traveling in those fantastical, sprawling worlds. For my entry I’ll go a
rather different route and talk about a genre I’m most familiar with: the
humble point and click genre.
Most of the games that fall under this genre have an otherworldly,
dreamlike quality to them. They stand out like intellectual conversations
and good dreams. Who can forget the hypnotic soundtrack of the original 1993
Myst, especially the Main Theme
and Selenitic Mystgate Theme? They’re at-once an open palm invitation to an unforgettable experience.
The sleepy and ethereal Valadilene Theme
from 2002’s Syberia is as pretty as the cursive, handwritten logo of the
game. The very underrated 1996 Gene Machine also has a commendable soundtrack, including this catchy England Theme.
Discworld Noir. Gabriel Knight. Oxenfree. Monkey Island. Beneath a Steel
Sky. They all carry with them excellent music, but if I had to cut this
admittedly long preamble short and cut to the chase, I’d go with Broken
Sword: Shadow of the Templars.
The original Broken Sword is my all-time favorite video game. This is about as flawless a video game can be, every aspect a fabulous diamond facet. Two pieces of dialogue - “I was being indifferent” and “What I say and what I know are two different things” - are part of my daily conversation.
Talking about the soundtrack, it is the ne plus ultra of the point and click genre. Calling an album 100% perfect is dubious, but there exist a few contenders: X-Ray Spec’s Germfree Adolescents, The Velvet Underground & Nico, and Barrington Pheloung’s Broken Sword soundtrack.
The main theme is a wonderful work of art. I swear I automatically start doing a mental flyby of all the major locations in the game, from Paris to Ireland to Spain to Syria to the UK. It is a wonderful start to a brilliant adventure. The diegetic Hotel Ubu theme makes this one-off location arguably the most memorable from the game. This is something Hitchcock would be proud of.
It would be most remiss of me if I didn’t mention all the tracks associated with Nico. Whenever you visit Rue Jarry - a major location where Nico lives - a short scherzo plays upon your arrival every time. When I played the game for the first time back in 2013, these 30 seconds had me convinced that this game and this soundtrack are the finest in the industry. When you enter Nico’s apartment, her theme is a literal breeze of fresh, autumn air. The sophisticated, dulcet tone captures Nico perfectly. Another major theme that plays is when you open the manuscript on her table, aptly named Conspiracy of the Neo-Templars. The hollow, foreboding sounding notes only add to the conspiratorial nature of the discovery.
I think you get the picture by now of how much I love this soundtrack. Every track is a winner, within or without context. Do yourself a favor and play this game NOW!
Nick:
I could easily spend an hour or more just writing about several of my
favorite gaming soundtracks. The old school Bioware Dungeons & Dragons
games (especially Neverwinter Nights), the techno feel of the Mass Effect
series, almost anything from The Elder Scrolls or Final Fantasy titles - but
I have to narrow it down to just one. As such? I’m going to pull from that
last series I mentioned, Final Fantasy X.
More than two decades later, that’s my favorite Final Fantasy title for a
variety of reasons. I think it has the best combination of story,
characters, side content, combat, progression and of course, music. This is
one of the only video games I have on vinyl record (and it looks and sounds
amazing in this format):
As hard as it was trying to pick a favorite soundtrack? It’s just as hard
for me to settle on a favorite song from this one. Whether it is
Otherworld’s hard rocking introduction to the game: https://www.youtube.com/watch?v=mWYwmM23Sqs
(which is to this day in my rock music feeds) or the more soulful To
Zanarkand piano piece, there’s dozens of songs that have an emotional impact
on me as soon as I hear them.
Susan: This could really be its own article because I tend to be long winded but
also because I love music. Music defines everything for me. So picking just
one favorite gaming soundtrack isn’t the easiest decision to make, and yet
there can really only be one. While one could argue that I love the Life is
Strange soundtrack the most because I’ve often talked about the music used
in the games, only one song truly gets to me. The one soundtrack that will
always live rent free in my head is Final Fantasy VIII.
Firstly, it should be noted that everything that Nobou Uematesu touches
turns to gold. And looking at this brilliant soundtrack, there are multiple
songs that I absolutely adore. Starting from the top is the famous Liberi Fatali
which was used as a backdrop song to many TTRPG sessions. It’s perfect for
combat music as it builds nicely and keeps a good enough tempo to feel like
you’re in an epic showdown. Another song that I love is Balamb Garden
which soothes your ears while you wander through the streets of Balamb.
Later down the list is Find Your Way
which keeps you on your guard while you adventure in areas that can spawn
random encounters. It’s both a haunting and beautiful piece that can be used
as a backdrop to several gaming situations.
One of the songs that always gets to me is The Landing. There is something about the song that begins with a simple heartbeat. It
adds a subtle baseline to the track while the brass instruments quietly
crescendo. Finally, it builds to a quick paced song that lights a fire under
your butt. Along those same lines, The Man with the Machine Gun
can’t be missed. It’s a track that forces you to keep your eyes on the
prize. Besides, who could resist the charm of this song? Also, in keeping
with the urgency, I love Only a Plank Between One and Perdition.
Sorceress Edea’s Parade stands out in my mind because of Fithos Lusec Wecos Vinosec. This is partly because it took a while to get the name of the song down.
It also lives rent free in my head because of a particularly brutal step
chart in In the Groove. (I think I’ve only passed it once or twice. PAIN.)
Needless to say, this track is incredibly memorable.
Many of the Chocobo songs are some of the most amusing tracks in history.
Although, there is one absolutely GARBAGE version of the Chocobo song found
in FF7 Remake that needs to be yeeted into the sun, but otherwise, most of
the Chocobo songs can do no wrong. In specific, the playful sound of Odeka Ke Chocobo
is great (albeit dated), and I love it.
Finally, I can’t end my section without talking about Eyes on Me sung by Faye Wong. Combined with the beautiful dancing between Rinoa and Squall, this song
really hits me hard. The memories associated with it are both endearing and
painful. That said, Faye’s soft voice as she sings the perfectly apt lyrics
are nothing short of breathtaking. It honestly makes me tear up when I hear
it. But this song doesn’t hit me just because of Rinoa and Squall, it makes
the entire soundtrack memorable because Final Fantasy 8 was the first game
in the series that actually grabbed my attention. I’m not sure if it was
because of the in-game events or the characters in particular, but Final
Fantasy 8’s soundtrack is my favorite.
Richard: Picking a favorite or most memorable soundtrack? Man, sometimes that’s
harder than a super hard bonus boss. When asked about some memorable pieces,
I usually end up with a list of at least twenty different tracks. To me,
music is a very important part of both my life, and my gaming experience. To
someone who plays multiple instruments, a game’s soundtrack can absolutely
ruin an experience if done poorly. On the other hand, if done well I find it
can turn a mediocre game into a good game for me.
So what would be the most memorable? Is it something from my early years of
gaming, such as Promised Pain
from Xenosaga III? Maybe the Man-eating Music Box
tune from Trapt? Do we also have any of the BossThemesfrom
Legend of Dragoon? Maybe some of the radio tracks from Cruisin’ USA, or the
character themes from Vigilante 8? These are all good tracks, but are they
the most memorable? Maybe, but there are others that are more memorable for
me at least.
It isn’t always the best songs that are the most memorable, but they do
certainly make an impact. Tracks like Edge of Green
from Radiant Historia certainly made a hell of an impact on me with just how
much I felt the impact of the song. Other tracks will hit you in the feels,
such as Moonlight
from Iconoclasts. That was a track that when played gave me one hell of a
gut punch. Or who could forget other classics such as the DK Rap
or Gangplank Galleon? Both are classics that most people won’t forget very easily. Say what you
want, I think these are more memorable to me in the Donkey Kong series than
the Stickerbush Symphony is.
Rather than that though, the songs that made the biggest impact on me
probably boil down to three, if we exclude the Final Fantasy series that my
colleagues have already sifted through. So, what is the most memorable for
me? What had the biggest impact? Well, let’s start with the third place: Star Wolf’s theme
from Starfox 64. This song was the boss theme of the first boss that ever
gave me serious trouble in a game. No, I don’t mean the first encounter, the
second “hidden” encounter where you have the revenge match? As a kid, that
fight was nearly impossible for me, so this song has stuck around a lot
because of that. Second up we have Atrocious Raid
from Trails of Cold Steel. This was one of the hardest cold opens I’ve seen
in a game in quite a while, and it opened with this track. It certainly pops
into my head every so often.
So what’s the most memorable track for me? Well, that would belong to the
first game I ever did 100% in. Or, maybe it would be 120%? Some of you
probably instantly guessed the game, but the track I’d have to choose is the credit’s theme from Spyro the Dragon. Perhaps you may think this is a weird pick for me, given my penchant for
boss and battle themes, but this is the track that’s most ingrained in my
childhood memories. A track that plays after completing one of my favorite
games, the one that kickstarted my 100% completion OCD, and the track that I
felt really wrapped up the game at the end. Listening to this as you get a
flyby through all the world’s you’ve visited while seeing the credits go by,
a sense that you’ve finally finished your journey and are headed home, but
still retaining that sense of adventure. The original Spyro trilogy had some
great music, but this right here is my most memorable track, and remember:
“No sheep were harmed during the making of this game. A few gnorcs, but no
sheep.”
Pierre-Yves:
Where to start? Nick, Susan and Richard all have solid pieces listed that
easily fit the top 10 to top 20. I find as I get older, and the more I play,
the more I like which makes lists like this that much harder.
Where I really wanted to go is in two directions, or stops along a track if
you will. The first is Xenoblade Chronicles X. Having originally released on
the Wii U where it was almost doomed from the start because of the lack of
console sales due to bad marketing, this was one JRPG that should not have
been missed. The opening of Uncontrollable (YouTube)
held so much emotion as we, the people of Earth, abandoned the planet in an
attempt to not be wiped out by an alien race.
Making it to another inhabitable planet, it wasn't all sunshine and
rainbows. If humanity wanted to survive? It had to fight both the alien
forces that followed and the often hostile wildlife. This is where Black Tar (YouTube)
comes in. Two parts. Heavy guitar. Solid drums. Rap like lyrics and rhythm,
it works. It works so well. And then it doubles down on a tone shift halfway
through. And this is just the normal battle music!!
The last stop for me on this musical train is Trails of Cold Steel 4.
Whether it be from the Trails series or the Ys series, the Falcom Sound Team
are incredible and this was very apparent in the Cold Steel subseries and
finale.
Merging various styles, there are three tracks in Cold Steel IV that I have
yet to stop listening to. Starting off with Synchronicity (YouTube), you have a Techno or EDM beat that opens up the last entry as you explore
the Geofront under the independent city state of Crossbell. It's light, it's
fun, it helps drop you back into the mix after the very heavy and
tear-inducing conclusion of Cold Steel III.
To the Future (YouTube)
continues this trend but adds in a bit more orchestra keeping with the
upwards trend that not everything is lost, there's still hope in continuing
the fight. I won't lie that because these two tracks were designed for
continuous play, they have often been on repeat one after the
other.
But the title to take it all is the Cold Steel IV rendition of The Atrocious Raid (YouTube). Richard mentioned this above, yes, and while the cold open of Cold Steel
and its more arranged version are often in my shuffle and my playlists, this
last version’s rework just hit all of the notes and the feels. Like its
original, once this track starts up, all of the emotions and dramatic
tensions rise up making this not only the best part of Cold Steel IV, but of
the series and my playlists.
There is rarely a time where I'll think to myself, not now. There is always
time for this track.
Hayden: I see a lot of RPG love here, so I’m going to go with a different
direction. While the genre has arguably fallen away from the limelight a
bit, RTS games are what I cut my teeth on and there’s a few gems in there
that I think will be instantly recognizable to many people. First and
foremost, I give you Hell March (YouTube)
by Frank Klepacki, from Command & Conquer Red Alert. The opening to this
one with the hugely distinct sound of military drill makes it hard to
confuse with anything else, and Red Alert really made a big impact at the
time of its release.
Marching on from there, there is the music that
launched a behemoth of a franchise - the first Human track from Warcraft 2 (YouTube). While not a technical tour de force like some of the epic tracks
underpinning the JRPGs, this is music that you’ll hear the themes from
reflected in later Warcraft titles and expansions, culminating in the
behemoth of World of Warcraft that reshaped the MMORPG world and still
echoes through almost 30 years after release.
Out of the RTS genre, I suppose it's time to build upwards with SimCity
3000! The energetic sound of Sim Broadway (YouTube)
by Jerry Martin is iconic for builders, but really the whole soundtrack (YouTube)
here is full of gems and little audio licks that will make players smile and
reminisce. Finally, I would be remiss to skip over Baba Yetu (YouTube)
by Christopher Tin. This one at least really stands up to the best of what
the JRPGs and really anything else in gaming has in terms of scope and
impact, and rightfully drives Civilization IV players forward through the
ages.
While RPG’s have already gotten a lot of love in here, there’s two that I
have to put forward as iconic. First, Dragonborn (YouTube)
by Jeremy Soule is the sound that defines Skyrim for me. The sweeping,
uplifting feel of this one really gives you a sense of scale and power to
the setting that captures the feel of the Elder Scrolls series, and keeps
being replicated on platform after platform. (Has it been ported to a smart
fridge yet? If not, expect it soon!) Also from Bethesda, the main theme from Fallout 4 (YouTube)
will apparently always live rent-free in my head. Something about the way
the first heavy chords hit always brings me back to the setting, the sun
rising above scorched cities and twisted, barren forests. For all the shade
that Bethesda gets for bugs and glitches in their games, I’ve frequently
found their soundtracks to be rock solid, and that’s a huge boost for me as
a player when I'm trying to get immersed into a game world.
Valerie:
Atmosphere. That's what music in gaming, theatre, movies and even your own
little worlds like home bring to my game playing and my life. Memorable music that leads
me along like the carrot in front of the rabbit. It pulls at your heart
strings, your tear ducts, heck even your muscles! That's what these tracks
do for me on all counts. Like everyone else who's contributed to this
article, I too, cannot, I just CAN'T choose just one! I can't even narrow it
down to one series either as I have played quite the range!
To start off my contribution I'm currently listening to a mix of Halo game
music tracks. There are quite a few good playlists around, but my two all
time fave tracks are: Spirit of Fire and The Scorpion Theme. The track
labeled Peril comes in third. The use of the full orchestra brings back
memories of me during the years that I was learning to play a few
instruments and my love of classical music. Those full orchestral sequences
can garner a laugh if I am watching reruns of M.A.S.H where Charles Emmerson
Winchester the third is nodding his head in time with the music and that
ferocious face at the percussion sequence! Man, what game was I playing that
that scene just bust giggles out of me that I lost the boss fight? I can't
remember, but man oh man, *funny!*.
Another of the many game series in my list is The Legend of Zelda. I had
come across a particular piece called Ballad of the Goddess where I could
feel the power of that mighty goddess. There is also a track called Molgera
Battle with its use of percussion and pipes that are really really catchy. A
good seat bouncer I shall call it like Towards the Pantheon battle track (Youtube). I actually get up and dance to that tune.
Music composed by Chris Perkins in Pantheon: Rise of the Fallen can elicit
awe and wonder as I start a new quest. It’s the feel of the ambience around
me as I walk the forest trail. The track that I am referring to is called 'Terminus' (Soundcloud). Even right down to the beginning of the game where the menu pops up I
have felt that sense of wonder. When I played Sands of Aura, the Main Menu Theme (Youtube)
literally drew me in and ignited my imagination as I chose my character
features and started the game.
With nods to my colleagues here, I am definitely an RPG player with
playtime bursts into FPS (think Unreal Tournament), sandbox builder games like Satisfactory, Space Engineers, and the MMOs
Guild Wars 1 & 2. Add in RTS of Starcraft II and I think I’m a pretty
rounded gamer. I’m not fantastic at the games, but I really do enjoy playing
them. As I play, the immersion with the music in each game coaxes me into
finding that next treasure, that forgotten cave, or the village where one
can rest until the next quest makes itself known.
I just want to say, with nods to Susan N. above, that a couple of tracks
that I play when I am gaming are from two games she also plays: Unreal &
Age of Wonders: Planetfall. Back when I was investigating how much it would
cost me to get electronic music equipment I was hooked because of my love of
the Unreal tracks. When Susan N. did the review for Age of Wonders:
Planetfall, bells rang again in the discovery that the same composer from
Unreal did the soundtrack for AOWP!! You can hear the soundtrack teaser trailer here
in her review. Thank you Michiel van den Bos!
So, when I say I can't choose just one favorite, you can see why above with
all that variety and tracks to feast upon! I will say though, that Nobuo
Uematsu is a favorite composer and I'll leave you in battle with the One Winged Angel (Youtube).