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Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts

Tormentum II - PC Review

Tormentum II by developer and publisher OhNoo Studio—PC (Steam) review written by Valerie, with a copy provided by the publisher. 

Estimated reading time: 4 minutes  


Nothing says 'horror' more than what's inside your mind some days, and Tormentum II definitely delivers on horror inside the mind of a computer programmer (I assume), by the name of David, trying to get a simulation to run and ends up inside it himself!

The images in this point and click puzzle game were inspired by a pair of the many artists I had been following for quite a while now. I was so excited to see these creations inspired by H.R. Giger and Zdzisław Beksiński that I just had to experience this game myself. Kudos to Piotr Ruszkowski and Łukasz Rutkowski and their wonderful works of art, gameplay, puzzles, music, oh just everything is so awesome!


Tormentum II opens with David (played by you) asleep on the bed. As you run your mouse over the room you discover points of interest and possible clues to what you do next. Where you point your cursor is where David moves to and each point that he can move to is labelled with text and an animated icon. I hear that in the first Tormentum: Dark Sorrow this type of 'direction' wasn't in that first game. Next, my curiosity draws me to all the pictures on the wall. I am loving that this game is all hand-drawn and the detail is just stunning!  

David is trying to get his simulation to run and has been offered a mysterious coprocessor. Once he installs it he wakes in a prison with the very beings capable of human-level thought that he had created for the simulation. Many things are similar to what he remembers creating and also many new things show up as he goes around talking to anyone he meets. When he meets a being you notice that there's a puzzle to solve. Clues are given by the beings you are talking to. Oh! One beautiful feature of this game is David carrying a notepad where you literally have access to clues that are for either the puzzle you are on or another one further ahead! I loved this as it saves me writing down, yes exactly that, physically writing down notes. I know I'm not the only one doing this. 


The music is so on point in this game that in some of the rooms I have actual shivers up my spine from it playing. There are definitely Lovecraftian vibes all through this game. That same feeling from the music I have felt before in the Sherlock Holmes games from Frogwares. 

Another feature of this game is the map. The detail on this and every image that makes up this game is visually stunning. I am so blown away by that. I'm so glad that they took those 8 years to make this game. Well, with only 2 of them making this game, I can understand the long wait for it. Definitely well worth it! 


I am now on my third playthrough of this game because on my first playthrough, when I got to a puzzle that I had all the pieces for, my choice killed off a being I had made a promise to. Wow, did that hit me in the gut for sure, which loomed over me throughout the first time through.

I am so glad for the different endings because of my choices. That gives this game a lot of replayability. The puzzles are easy to solve and the story carries you along. I remember the voice and the huge chest in David's dream which definitely has a kick all its own. For all these reasons this game rates a ten out of ten! Thank you Ohnoo Studio! You guys rock! Now I am off to play the first Tormentum just because I'm hooked! Looking forward to your next game, and all of you who have this on your wishlist? Go get it! Some point and click games usually just pass time for me, but this one has me coming back to replay the points I had saved.

 

Score: 10 / 10 

 

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Hand-Painted Cozy Adventure Seina: A Tale of Spirits Demo Available on Steam

August 11, 2026 | Solo developer Argyro Brotsi today released a free demo for Seina: a Tale of Spirits, the hand-painted cozy adventure inspired by her honeymoon trip to Japan. The demo is available now on Steam.


The demo offers the first hands-on look at Mika's journey to find her missing cat across a watercolour spirit world. It invites players to step into a slice of the spirit realm, meet a handful of its gentle inhabitants and get a feel for the calm, low-pressure pace that defines the full game. Seina: a Tale of Spirits is heading toward a full release on PC and consoles.

Seina: a Tale of Spirits is built around the simple pleasures of cozy exploration. There is no combat and no fail states, only a soft, hand-painted watercolour world to wander through at your own pace. Players solve light environmental puzzles, follow hidden paths through misty forests and ancient shrines, and help the curious spirit animals they meet along the way. Each area is rendered as if lifted from a storybook, with vibrant colour, gentle music and small details rewarding players who take the time to look.

You play as Mika, a young girl whose beloved cat, Seina, has mysteriously disappeared. Her search leads her into a forgotten, overgrown world where moss-covered shrines and quiet spirits hold memories of another time. Inspired by solo developer Argyro Brotsi's travels through Japan's traditional villages, the game's watercolour landscapes and gentle creature design carry a warm, Ghibli-inspired charm. Beneath the cozy surface is a quietly emotional story about connection, kindness and the strange ways a journey to find something can lead you to discover something else entirely.
"Seina started in a small Japanese village, not at a desk," said Argyro Brotsi, solo developer and founder of Pofupofu Studios. "I fell in love with the quiet of those places, the way the light fell through the trees, the way nothing was in a hurry, and I wanted to give people somewhere to step into that feeling. The whole game is my love letter to that trip."

KEY FEATURES

  • A cozy fantasy adventure with no combat and no fail states
  • A hand-painted watercolour world inspired by Japan's traditional villages
  • Search for your lost cat across misty forests, ancient shrines and peaceful lakes
  • Meet gentle spirit animals and help them with small quests
  • Light environmental puzzles and quiet exploration
  • Heartfelt, family-friendly storytelling

AVAILABILITY

Seina: a Tale of Spirits launches its free demo on Steam, ahead of a full release coming to PC and consoles. Players can wishlist the game now on Steam to be notified when the demo goes live and follow Pofupofu Studios on Instagram, X and YouTube for the latest updates from the spirit world.

ABOUT POFUPOFU STUDIOS

Pofupofu Studios is the solo studio of Argyro Brotsi, a Greek game developer creating cozy, heartfelt games rooted in real places and personal experience. After a trip through Japan's traditional villages, Brotsi set out to translate that feeling of quiet wonder into a game, handling the art, story and design entirely on her own. Seina: A Tale of Spirits is the studio's debut release.

Article by: Susan N.
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Electric Machine Games The Core is Available Today with a Launch Discount!


We’re excited to announce that The Core Early Access is LIVE and AVAILABLE on the Steam Store with a -20% DISCOUNT!

We have added co-op to The Core just before the release so you and your friends can play together and face the newly added Cain’s Trials! We are planning to add much more content to the cooperative mod in the future, so stay tuned for upcoming updates!

Make sure to grab the game for yourself and let your friends know about this! Having you on board would be absolutely great!

Have a great day!

~The Core Team

About The Core

- Explore a vast and mysterious world as you roll through the decaying remains of a once-active facility, where rusted machinery, dark corridors, and forgotten systems hint at a long-lost past. Emerge onto the surface, you’ll find a beautiful but bleak, dystopian landscape where humanity appears to have vanished. As you explore, uncovering scattered clues, recordings, and systems left behind, you slowly piece together the story of what happened to the world—and the truth behind your own creation and purpose.

- As an autonomous Core, you must quickly learn to move, adapt, and survive in a world that offers no guidance. Master the art of momentum as you navigate treacherous terrain, overcome environmental hazards, and unlock upgrades that enhance your mobility and abilities. What begins as a simple set of tools soon becomes something far more powerful—devices meant for utility can be repurposed into formidable weapons when danger arises. With each new challenge, you grow more capable, turning curiosity and ingenuity into the keys to survival.

- As you explore deeper into the world, scattered clues and forgotten records begin to reveal the story behind your existence. Piece by piece, you’ll uncover fragments of the past that hint at the minds who built you and the reason you were brought to life. What starts as a search for answers slowly becomes a journey toward understanding your true purpose—and ultimately, you must decide whether to complete a mission that was set in motion so long ago.


- Team up with 2–4 players to take on the new co-up trials built around teamwork and puzzle-solving. Coordinate your actions, overcome unique obstacles, and solve increasingly complex challenges that require your entire team to succeed.

- Armed with your versatile zapper, almost anything is possible. Channel its energy to flick lights on in dark corridors, toss objects with pinpoint precision, and clear obstacles blocking your path. When danger appears, the same tool becomes a powerful weapon, capable of neutralizing enemies in creative ways. Every interaction feels dynamic, turning simple tasks into satisfying puzzles and thrilling moments, making exploration, problem-solving, and combat equally fun and rewarding.

- In The Core, puzzles aren’t just obstacles—they’re part of the adventure. Many are environmental, challenging you to manipulate doors, switches, fans, pressure plates, moving platforms, pipes, rails, and more to unlock new paths or reach distant areas. Some test your navigation skills, requiring you to find your way to hidden endpoints, while others demand clever collection and use of objects scattered throughout the facility. Each puzzle feels alive, blending exploration, timing, and ingenuity to keep you constantly thinking, experimenting, and discovering new ways to interact with the world around you.



Article by: Susan N.
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Gobliiins Collection - Switch Review

Gobliiins Collection by developer and publisher Red Art Games—Nintendo Switch review written by Susan N., with copy provided by the publisher. 

Estimated reading time: 13 minutes  

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Challenge Yourself with Tower Puzzles on Steam Right Now!

Bulgaria, July 2026 | If you’re looking for a puzzle game that’s easy to pick up but hard to put down, Towers Saga arrives on Steam on July 10 with a fresh spin on the classic combination of Tetris and match-3 formulas.


Instead of matching pieces on a flat board, Towers Saga challenges players to rotate and control falling blocks in 3D towers, lining up matching blocks to trigger satisfying combos while completing unique objectives. Each level introduces new twists and mechanics, keeping the experience engaging from beginning to end.  

The journey spans some of history’s most iconic locations, including ancient Babylon, the Colosseum in Rome, Stonehenge, and several other legendary landmarks. Every stage offers its own atmosphere, making the game feel like a relaxing trip through time wrapped in an approachable puzzle experience.

Whether you’re chasing high scores, mastering combo chains, or simply unwinding with a few levels after a long day, Towers Saga offers a welcoming experience for both longtime puzzle fans and newcomers alike.

Towers Saga launches July 10 on Steam.


Key Features

  • A unique 3D take on classic Tetris and match-3 gameplay
  • Explore famous historical locations from around the world
  • Complete objectives while building massive combo chains
  • Travel through beautifully themed stages inspired by ancient civilizations
  • Accessible gameplay that’s easy to learn and satisfying to master

Players can wishlist the game now and prepare to begin their historical puzzle adventure when Towers Saga launches on July 10.

If you’re interested in staying in the loop on all things Towers Saga, you can join the Official Discord Server, where feedback and suggestions are always welcome!

Article by: Susan N.
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Lost Token Reveals Trailer for Theropods on PC This Month!

June 8, 2026 | Indie studio Lost Token and publisher Dionous Games today revealed a new trailer for Theropods, the hand-animated point-and-click adventure arriving on Steam this July.
 
The new trailer offers the deepest look yet at the game’s puzzles, pixel-art world and the unlikely friendship at its heart. After six years in development and a successful Kickstarter campaign, Theropods is heading toward its July 23, 2026, release on PC (Steam, GOG, Epic Games Store).


Theropods is a classic point-and-click adventure built around visual logic: no dialogue, no subtitles, no text walls. The world itself is the puzzle. Watch how creatures behave, how characters react and how each scene shifts as you poke, prod and experiment your way through it.

Players guide a young hunter across a vivid prehistoric world of jungles, valleys, canyons, caves and wild dinosaur territory. Every screen hides a problem to unpick: a sleeping predator, a guarded passage, a curious creature with an exploitable habit. Every object, animal and gesture might be the key.

It’s a game of brains over brawn. Instead of fighting your way through danger, you solve your way through it. Distract hungry dinosaurs, slip past bloodthirsty barbarians, trigger reactions in the environment and find clever ways out of situations too deadly to face head-on.

A glowing stone falls from the sky into a young hunter’s village. Its arrival draws a bloodthirsty tribe that attacks the settlement and enslaves her people. Escaping into the jungle, she discovers the stone’s true origin: a stranded spaceman whose damaged pod depends on it. Together, this unlikely pair must cross a hostile prehistoric world to free her tribe and send him home, told entirely through animation, gesture and sound.

Key Features

  • Wordless storytelling — No dialogue, no subtitles, just animation, sound and gesture
  • Hand-drawn pixel art — Animated frame by frame, then pixel-converted
  • A prehistoric world with a sci-fi twist — Dinosaurs, barbarians and a mystery from the stars
  • Brains-over-brawn puzzles — Outsmart predators instead of fighting them
  • An unlikely friendship — A story of bravery, trust and survival
  • A striking soundtrack — Tribal rhythms blended with eerie sci-fi synths

Theropods launches for PC (Steam, GOG, Epic Games Store) this July. Wishlist now and follow the team for more reveals leading up to release.




About Lost Token

Lost Token is an independent studio founded by Kostas Skiftas and Sarah Duffield-Harding. The team began Theropods as a Flash game jam project in 2015 and has spent the years since building it into a full hand-animated adventure.

About Dionous Games

Dionous Games is a boutique publisher with a deep passion for the adventure genre. The team is dedicated to producing games with high production values, attention to detail, and a handcrafted approach to polish. Every project is built around a custom-tailored team to meet its specific creative needs, because when it comes to great games, one size never fits all.

Article by: Susan N.
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Narrative Puzzle Game 'Shape Sender Deluxe' Headed to PC and Switch in the Fall!

Montpellier, France (June 6, 2026) | Kiwi studio Dead Teapot Games and French publisher Dear Villagers (The Forgotten City) have fully revealed their next game, Shape Sender Deluxe, during the Frosty Games Fest with a new trailer. The upcoming puzzle narrative game is set to release in Fall 2026, on PC (Steam, Epic Games Store) and Nintendo Switch™.


Shape Sender Deluxe is a narrative puzzle game personified through its mascot and “creator,” Sendy. Sendy will talk directly to players and invite them to complete physics-based puzzles, and even create their own levels, all while commenting on their attempts and creativity when it comes to progressing through the 90 levels of the game.
“Shape Sender Deluxe encourages creativity in every level - wild, elegant, or stupid-but-it-works are all valid solutions, and it's up to the players to decide what they want to bring to the game. I'm super excited to see what the players do," said Tana Tanoi, game director at Dead Teapot.
Thanks to a set of tools and their own craftiness, players will complete levels by sending shapes from one pipe to another. As they progress through the game, Sendy’s attitude towards them will develop in several quirky ways, leading to all kinds of off-the-wall situations with increasing challenge, new shapes, tools and obstacles to compose with.

On top of their adventure with Sendy, players will be able to create their own levels in the Level Editor mode to share with friends or simply create GIFs of the solutions they come up with. 

The already available demo on Steam, featuring dedicated levels and dialogue, has been updated to now include a brand-new Level Editor mode, allowing players to create their own levels with a limited set of tools.

Shape Sender Deluxe is a narrative puzzle game set to release in Fall 2026 on PC and Nintendo Switch. For more information, visit the official website at https://deadteapot.games/.

The Dear Villagers Publisher Week is currently ongoing on Steam, PlayStation, Xbox, Nintendo Store until June 14, and includes sales across all Dear Villagers titles, including EverSiege: Untold Ages, Caravan SandWitch, and Fabledom.


ABOUT DEAD TEAPOT GAMES

Dead Teapot Games is all about weird little puzzle games from their hometown of Wellington, Aotearoa / New Zealand. With their previous experience collaborating on other simulation titles such as Mini Metro and Mini Motorways, the Kiwi team is eager to delve further into making unique puzzle simulation games.

ABOUT DEAR VILLAGERS

Based in the South of France, in sunny Montpellier, Dear Villagers is a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Their mission: to tell memorable stories through memorable games.   

Article by: Susan N.
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Bet You Life in Weird Escape Story in Dungeon Gambler: All In, No Out

Wiesbaden, Germany, June 6th, 2026 | Revealed during IGN Live, Serene Questworks and Assemble Entertainment invite you to place your bets on the underworld’s weirdest escape story, Dungeon Gambler: All In, No Out. The odds are definitely stacked against you when you take on Skeleton, and you will pay dearly for your failures in this cursed caper of mini games and hellbound hijinx. The chips are down, and you’re going to have to win your way out of the Las Vegas of lost souls. Playing fair is optional.


You’re in a puzzle-adventure mini game mayhem, and Skeleton is holding all the cards.
 
We gotta get out of this place (if it’s the last thing we ever do)

Not enjoying your game with the ruler of the Kingdom of Bones? Then quit.

Except you can’t.
 
Why? Because you’re stuck in a labyrinth where every "Exit Game" confirmation window is not an escape, but a navigation system.
 
Clicking “Yes” or “No” sends you in a direction - up, down, left, or right. “Exit” means move - and you never know where to.

Grave decisions required!
 
To escape from this creepy casino, all you need to do is repay your debt to Skeleton with a great big chest of gold. You will have to win your riches by pitting wits against a cast of strange and secretive inhabitants of the kingdom, and maybe even getting the chance to turn the tables on Skeleton himself.

Place your bets on everything from coin tosses to noughts and crosses, and hopefully you’ll win enough to buy your freedom!
 
Dungeon Gambler is planned to launch 2026 on Steam.

 
 

About Serene Questworks 

Serene Questworks is an indie game studio based in Odesa, Ukraine, currently developing its debut title, Dungeon Gambler.

Led by creator Dmitry Dybin, the team builds strange, mechanics-driven games inspired by retro dungeon crawlers, dark fantasy, gambling systems, and surreal humor. Dungeon Gambler reflects the studio's love for risk, tension, old-school aesthetics, and weird worlds that surprise players.

The team brings together game design, programming, art direction, animation, technical development, and music to create a distinctive debut built around one bold idea: what if leaving the game became part of the game?

About Assemble Entertainment

Assemble Entertainment is an independent publisher based in Germany, best known for indie hits such as Sticky Business, Roadwarden, Decktamer, Paddle Paddle Paddle, Grind Survivors and the Endzone franchise. Since 2016, Assemble has released more than 50 games across different genres, including cozy, horror, strategy and roguelike and has established itself as a trusted partner for bringing original indie projects to market.

Article by: Susan N.
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Wheelmates Launching on Steam in September of This Year!

June 6, 2026 | WheelMates, the co-op driving adventure where two players guide tiny RC cars through the secret-riddled house of an eccentric missing scientist from developer Firevolt, charges its batteries to launch on Monday, Sept. 7 on PC via Steam with a Friends Pass available at launch, as revealed today at Future Games Show. PlayStation 5 and Xbox Series X|S versions are currently in development.


Play the updated Steam Next Fest demo starting Monday, June 7. Learn more about the story by scanning selected objects, discovering memory cards that reveal details about the owner of the house. Revisit the clues and connect the dots in the Journal, debuting in the updated demo. Enjoy improved controls with more flexible handling settings, additional camera settings including free camera control, and Steam Deck support. 

Antennae at attention! Go offroading indoors as two RC cars in a maze-like laboratory home to oversized household objects covering up the strange experiments of a stranger scientist. Work together to get into small spaces and hard-to-reach areas, and discover secrets in playgrounds where normal appliances become comically large obstacles. Charge through environmental puzzles in a series of unlockable escape rooms on a journey through the Kitchen, Garage, Backyard, and other mysteriously closed-off, wide open crawlspaces.

Team up to tackle challenging tasks demanding collaboration. Communicate with one another to properly time each player’s role in every solution, and together unlock every location inside the house to learn the truth behind the professor’s disappearance. Upgrade RC cars with physics-based rope swings, powerfully magnetic wheels, and other helpful gadgets to turn teamwork into progress in unpredictably fun ways.

Ride through a puzzling house with a friend at any pace as WheelMates steers into shared problem solving skills between duos as the core framework fostering fun moment-to-moment gameplay without the pressure of performance.

Strap in for an unexpected ride when WheelMates launches on Steam for PC and Steam Deck on Monday, Sept. 7, 2026. A Friends Pass will be available alongside the Steam version, enabling two people to play with just one copy of the game. Play the updated demo today on Steam for PC and Steam Deck. PlayStation 5 and Xbox Series X|S versions are also in development for release at a later date. 

WheelMates supports 14 languages including English, French, German, Spanish (Spain + Latin America), Simplified Chinese, Polish, Portuguese (Brazil + Portugal), Russian, Italian, Turkish, Ukrainian, and Belarusian. 

For more information, join the Discord server, visit the game’s official site, and follow WheelMates on X, TikTok, and YouTube.


About Firevolt

An independent studio Firevolt combines its experience and knowhow to make its own co-op titles that bring new approaches and shared experiences to the world. 

Article by: Susan N.
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The Remake of the End of the Greatest RPG of All Time - PC Review

The Remake of the End of the Greatest RPG of All Time by developer and publisher Coin Drop Games - PC(Steam) review by Richard with a copy provided by the publisher

Estimated Reading Time: 5 minutes


If you are here reading this, it means one of two things: ‘a’ you saw an extremely long weird game title and were wondering what it actually was, or ‘b’ you’re interested in a puzzle solving meta JRPG stylized adventure. Either way, let’s take a look into “The Remake of the End of the Greatest RPG of all Time”.

Now I know what you’re thinking: “What IS the greatest RPG of all time?”, “Why is the remake only of the end?”, “What should I have for lunch tomorrow?". Well, I can sort of help you with the first two. The Remake of the End of the Greatest RPG of all Time, or REGOAT as I’ll refer to it from now on, is a sort of meta commentary on an old RPG the developers played when they were younger, and how they wanted to remake the magic they felt as kids. REGOAT comes complete with developer commentary and videos about the design process, a manual that has notes scribbled in it from the developers’ younger selves, as well as one of the most unironically interesting combat systems I think I’ve ever seen.

Let me clear a few things up if you’re a little confused. First of all, this is a puzzle game more than it is an RPG. Does it contain RPG elements? For sure, but it’s there more as a method for using the hints you collect to solve the puzzles that are enemies and bosses. Furthermore every combat encounter occurs at a scripted point, so you aren’t getting in any random or unintended battles. REGOAT is, ultimately, about trying to figure out what “The Greatest RPG of all Time” really is from clues obtained from manual pages, developer commentary, and dev logs collected in-game. Second, this game is a meta puzzle title, so you will have to use the developer comments, clues, and manual in order to progress. Third, the game does take place during the final portion of the RPG, so if you’re expecting the story from the rest of the RPG, you’re gonna have to look elsewhere. While you can put things together through context clues, this is at it’s heart not the real focal point of the game.

So, now that those concerns have been addressed and muddied, let’s take a look at how the game actually works and progresses, yeah? To start off, you will be dropped into the final area of a remake of an old 90’s RPG. You will walk around the areas provided interacting with developer commentary and videos, and picking up pages of the game manual. These pages of the manual, and the dev commentary and videos, contain clues on how to both defeat the enemies you encounter as well as solve the puzzles introduced throughout the game. Your most important “resource” here will be the manual pages you pick up. These pages contain not only key pieces of information for the fights, but may also contain important information to solve other problems and puzzles.

Actual combat happens at scripted moments and are puzzle fights based on the information you may have collected until that point. For example, if an enemy is weak to electric damage and you don’t have a character that specifically deals electric damage, one of the manual pages may tell you a combo move that produces electric damage. All the fights in the game revolve around finding the specific move or sequence of attacks to input in order to deal damage to the enemy. It’s actually an incredibly interesting system to be honest, and I really loved it.


The puzzles aren’t just in the fights however. You will need to input codes, activate mechanisms, and find hidden items by paying attention to your extra collectibles. A handy mechanic is that you are able to pull up the manual at any time, even in combat, in order to check to see what hints you have for the fights. Similarly, when inputting codes you can pull up the info at any time to check what you need. I do need to give a warning here however. As it turns out, if you figure out a specific mechanic, you can skip a section of the game that contains important information for later. This means you will largely be “brute forcing” the solution if you’ve missed it. Thankfully it isn’t too hard to guess any of the three solutions these hints provide, but it is a good idea to explore all the areas you can access before going to an area you got into early.

There are a lot of puzzles in this game, both hidden and overt, and even after finishing the game I discovered two hidden switches and a secret code that I haven’t been able to decipher yet, so there’s still more to discover, even after reaching a conclusion to the game! Speaking of conclusions, REGOAT has a very interesting premise and is pretty meta in it’s direction, but even I felt it got a little much towards the end. More of a personal opinion I suppose, but while I enjoyed the ending sequence from a game perspective, from a story perspective I felt it was a little much. This isn’t to say it’s bad or anything, in fact there were a lot of parts during the conclusion I liked, just be prepared going in to the game that a core premise is what the developers have been doing and not necessarily what the in-game characters have been doing.

There’s a lot of well thoughtout aspects of REGOAT, not only in the puzzles and set-up behind turning an RPG into a puzzle based system, but also in terms of the aesthetic and music direction. Both the soundtrack and visuals really sell the retro RPG aspect, and some of the “unfinished” or quirky areas sell the “college project” style that the premise of the remake is supposed to rest on. You can also tell that games such as Tunic were heavy inspirations for this game, especially if you think of hints hidden in the manual, and while I don’t think REGOAT is on the same page as Tunic was, it’s definitely captured some of the same feel without feeling like a ripoff or copycat.

Overall I have to say that The Remake of the End of the Greatest RPG of All Time was a really great experience through and through. While it isn’t that long to get through the whole thing, there are plenty of other hidden aspects to discover while playing. I’m certain there are tons of things I never discovered or only halfway figured out. Definitely give this title a look if you’re interested in something that provides a more puzzle and meta based approach.

Score: 8 / 10

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Welcome to the Best VR Terraforming Service in the Milky Way!

Hi there,

Welcome to the best VR terraforming service in the Milky Way! Announced during the Creature Feature & Friends Showcase, Really Interactive (Toran, Virtuoso) revealed its next game, intergalactic narrative adventure Janet’s Planets, is heading to Meta Quest 3/3S and SteamVR.


Janet’s Planets is about saving worlds, over and over again. In Janet's Planets, your job is to transform dying planets and make them fit for new life. Meet an intergalactic cast of quirky aliens, reshape and rejuvenate worn-out worlds, and discover a charming sci-fi story – all while keeping the shareholders happy.  Instantly travel to a planet’s surface with Janet’s Sweetview, creatively experiment in the Sandbox mode, and take on daily challenges with global leaderboards.

About Janet’s Planets

Janet’s Planets offers the best terraforming services this side of the Milky Way! Busted ecosystem? Barren atmosphere? Too dang hot to breathe? Come on down and let us save your world! We’re fixing up these planets across the galaxy, and you're exactly who we're looking for. Using your hands (and Janet’s finest gadgets), you’ll warm climates, grow forests, and gently nudge planets into shapes their quirky residents can thrive in. 

Each species wants something different, so you’ll have to experiment, observe, and learn what each world needs. If you’d like to see your creations up close, you can head down to the surface with the help of Janet’s SweetView! Climb the leaderboards, tackle daily challenges, play to your heart’s content in sandbox mode, and discover an out-of this world story about what it takes to grow shareholder value in the wilds of outer space.


Features:

  • Six hour narrative adventure 
  • Make each planet feel… just right. For your customer’s needs, and for our shareholders. 
  • Experience a planet’s surface with Janet’s SweetView
  • Sandbox Mode with no limits inside the Planetarium
  • Daily challenges with global leaderboards
  • Hand tracking controls on Meta Quest 3/3S

About Really Interactive

Founded in 2016, Really Interactive is a worker-run co-operative indie developer based in Stockholm, Sweden. Best known for creating its two original VR titles, Toran and Virtuoso, the studio is now developing Janet’s Planets for Meta Quest 3/3S and Steam.


Article by: Susan N.


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Wordbound by Kettle Games is Headed to Steam

VANCOUVER, CANADA, MAY 6, 2026 | The viral words-to-life puzzle game 'Wordbound' is coming to Steam and is available to wishlist now, Kettle Games announced in a new gameplay teaser during the Creature Feature & Friends Showcase.


Footage of the mixed reality version of the game went viral last summer, gathering over 10M views across social media, showcasing unique gameplay where 3D objects are stretched to transform into words made of letter tiles, and words are squished to transform into 3D objects. 

In contrast to the mixed reality footage shown previously, the latest teaser shows the words-to-life mechanic translated to flatscreen using mouse controls.

“After Wordbound's positive reception last year, we grew the team and our vision has become more ambitious,” says lead developer Andy Bacon. “We're excited to tease this glow up of the game and bring it to a wider audience with the flatscreen version on Steam.”

Kettle Games also showed new footage of the mixed reality version in a companion teaser during the showcase and confirmed the two versions of Wordbound are being developed simultaneously.

You can wishlist Wordbound now on Steam and Meta Quest.



About Wordbound

Wordbound is a cozy puzzle game where you transform words into objects to repair a scrambled world. Explore vibrant dioramas full of hidden clues and collect letter tiles to bring words to life. Discover thousands of handcrafted objects as you become a master wordsmith!

About Kettle Games

Kettle Games is an independent video game developer exploring the future of play. Founded in 2025 by Andy Bacon (DAVIGO, Apple) and based in Vancouver, Canada, the studio’s debut title is the upcoming puzzle game Wordbound for PC and Meta Quest 3/3S.


Article by: Susan N.


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Experience Parenthood Through the Eyes of Unique Puzzle Game in Escape the Baby Alarm's Demo

Aarhus, Denmark – March 24, 2026 | When Danish mother and game developer Julie Normann Bjørnskov became a parent, she realized something was missing from the games she loved. Parenthood, especially motherhood, was rarely portrayed as a real, complex experience. With Escape the Baby Alarm, she set out to create the kind of game she couldn’t find. Now, she invites players to get a sneak peek of her work through a public demo on Steam.


Escape the Baby Alarm is a short, relaxing puzzle game built around escape-room inspired challenges. It’s an honest and cozy take on the chaos and love of early parenthood, reshaping the noise, mess, and constant mental juggling of the first year into something calm and playable. The game is coming soon to PC and mobile.

“Escape the Baby Alarm is a personal and heartfelt project for me,” says Julie Normann Bjørnskov, creator of the game. “It’s my way of transforming the messy and beautiful reality of parenthood into something playful and interactive.I’m creating it not only because parenting is an important theme that deserves far more space in the games industry, but also because it’s creatively irresistible. Parenthood is full of unexpectedly funny moments.Those moments translate surprisingly well into gameplay. For me, this project is about honoring those experiences and turning them into something warm, relatable, and joyfully playable.”

Escape the Baby Alarm’s story unfolds through a series of hand-drawn scenes where players solve visual puzzles inspired by everyday life as a new parent, from stepping on rice in their socks to facing the quiet fear of not doing well enough, both practically and emotionally. The experience moves through the many layers of becoming a parent and builds toward a confrontation with the “Am I a Good Mother?” monster. Blending an interactive comic style with classic point-and-click gameplay, the game creates a calm narrative space where small clues are woven naturally into the visuals.

Key Features

  • Short, relaxing puzzle experience
  • Escape-room inspired challenges set in everyday family life
  • Hand-drawn scenes filled with small, visual clues
  • Puzzles drawn from real moments, from rice on the floor to tired mornings
  • Calm gameplay with no time pressure

A playable demo of Escape the Baby Alarm is available on Steam. Julie invites parents, and anyone who enjoys wholesome puzzle games, to wishlist the game and follow its development to stay up to date.


About Julie Normann Bjørnskov

Julie Normann Bjørnskov is a Danish game developer with a background in interactive design. Her creative practice spans illustration, animation, sound, music, graphic design, and game development. She began making games after returning from maternity leave, initially creating titles for the Playdate console. Her debut game was staff-picked in the Playdate store, featured in Wholesome Direct, and received the “Leap of Faith” game award. Through her work, Julie explores parenthood as an honest, emotionally real theme in games.
Article by: Susan N.
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Demo for Upcoming Puzzle Game 'Towers Saga' Available on Steam Ahead of Launch

Bulgaria, February 2026 | Independent studio Wise Up Games is proud to announce that its upcoming 3D puzzle game, Towers Saga, plans for a full release in Q2 2026.


It has an available demo from Steam's Next Fest which is Valve’s premier digital celebration of upcoming games, spotlighting hundreds of playable demos across genres. The event provides developers with a global stage to introduce their projects to millions of players while gathering real-time feedback from the community. For Wise Up Games, participation in Next Fest marked a major milestone in Towers Saga’s journey toward launch.

A Modern Spin on Classic Puzzle Gameplay

Towers Saga reimagines the beloved falling-block puzzle formula within a fully realized 3D environment. At its core, the game challenges players to strategically manipulate falling blocks to create match-3 combinations, clear layers, and construct legendary towers inspired by ancient civilizations. Precision, timing, and spatial awareness are key as players balance fast decision-making with long-term planning.

Unlike traditional flat-grid puzzle experiences, Towers Saga introduces verticality and depth, adding new strategic possibilities and dynamic camera perspectives. Each successful match contributes to rebuilding iconic tower structures, visually reflecting the player’s progress and reinforcing the game’s thematic focus on architectural achievement and global history.

The game draws inspiration from humanity’s most awe-inspiring moments. As players advance, they’ll encounter environments influenced by ancient cultures and legendary landmarks, blending myth, history, and stylized artistry into a cohesive world. The result is a puzzle experience that feels both familiar and refreshingly innovative.


Multiple Modes for Every Type of Player

The Steam Next Fest demo will showcase several of Towers Saga’s core gameplay modes, giving players a strong sense of its depth and replayability:
  • Story Mode - Progress through structured levels that gradually introduce new mechanics, challenges, and tower reconstructions.
  • Endless Mode - Test endurance and skill in an escalating challenge designed for leaderboard climbers.
  • Sprint Mode - Focus on speed and efficiency to achieve the highest score within tight time limits.
  • Marathon Mode - A strategic long-form experience that rewards consistency and careful block management.
  • Duel Split-Screen Mode - Competitive local multiplayer that lets two players battle head-to-head on the same screen.
  • Steam Deck playable!

In addition to local competition, Towers Saga will support online leaderboards, encouraging global competition and replayability. Players can refine their strategies, optimize combos, and compete for top rankings worldwide.


Built for the Steam Community

The full version of Towers Saga is planned to include Steam achievements, Steam Cloud support, and Remote Play features, ensuring a seamless experience for players across devices. The development team has placed strong emphasis on responsiveness, performance optimization, and accessibility to make the game easy to pick up while offering depth for dedicated puzzle enthusiasts.

If you’re interested in staying in the loop on all things Towers Saga, you can join the Official Discord Server, where feedback and suggestions are always welcome!
Article by: Susan N.
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The Bestest Alchemist Moves Launch to Q1 2026

The Bestest Alchemist is a cute puzzle roguelike releasing on Steam for PC

December 26, 2025 – Tabi Entertainment is announcing that The Bestest Alchemist will now release in Q1 2026.

Tabi Entertainment is extending the development cycle to allow the team to prioritize final polish and ensure the game meets the quality bar for the final release.

The Perfect Concoction

The Bestest Alchemist takes a spin on match-3 puzzles. Instead of simple swaps - here, you can freely rearrange ingredients to set up the perfect mix! But you’ll need to think fast as you race the clock while to satisfy each ingredient's particular requirements.

  • Set Up Combos: Slide ingredients into the perfect position to maximize your score!
  • Meet Complex Demands: Fulfill specific recipe requirements, like matching on certain tiles or in large groups, all while hitting your score goals.
  • Think Fast: With limited turns and the clock ticking, every move counts!


Pack for Perfection

Success begins before the first match is even made. The ingredients you choose to bring to an exam directly determine the tiles that appear on your puzzle board.

Upgrade Your Ingredients: Purchasing the same ingredient can upgrade them to higher levels.

Strategic Loadouts: Will you bring just one color of ingredients for easy combos, or choose a lot of colors for the chance at better combos and bigger scores?

Build Your Synergy: Select ingredients that work together. Some boost the power of others, while others have more utility or future benefits!

From Apprentice To Master

Experiment by mixing different ingredients to discover recipes for brand-new ones! Every time you complete a semester, you'll also gain a powerful bookmark for your grimoire, granting effects that can completely change your strategy.

  • Discover 100+ Recipes: Use your alchemical knowledge on future runs to craft the exact ingredients you need.
  • Acquire Powerful Bookmarks: Hunt down legendary bookmarks that grant game-changing passive abilities.
  • Adapt or Fail: Each run presents new challenges. Apply the knowledge gained from previous attempts to finally reach graduation!

Features

Endless Replayability: A roguelike structure ensures every semester brings new challenges and strategic decisions.

  • Strategic Match-3 Puzzles: A fresh take on the genre where board control and planning are key to victory.
  • A Massive Grimoire: Fill your book by discovering recipes and unlocking powerful artifacts.
  • Deep Strategic Customization: Your inventory directly defines the puzzle board, putting strategy at the forefront.
  • A Charming Journey: Help the ambitious and lovable Charlotte on her quest to become… The Bestest Alchemist!
About The Bestest Alchemist https://www.youtube.com/watch?v=e4kiuxpVsGM

Solve puzzles and brew potions in The Bestest Alchemist, a strategic puzzle roguelike! Freely arrange ingredients to create magical combinations, discover 100+ new recipes, and upgrade your collection to build powerful synergies. Your journey to becoming a master alchemist starts now!
 

About Tabi Entertainment

Tabi Entertainment is a indie games studio based in New York, US. We are a small team from across the globe.

Steam Page
https://store.steampowered.com/app/3926070/The_Bestest_Alchemist

 


Article by: Susan N.



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Mystery Case Files: House That Love Built Collector's Edition Available Now!

Seattle, WA – November 19, 2025 | Big Fish Games is proud to announce that Mystery Case Files: House That Love Built Collector’s Edition will be launching on November 25, marking the return of one of the most iconic hidden-object franchises.


This release also celebrates 20 Years of Mystery Case Files, honoring the legacy of a series that helped define the Hidden Object Puzzle Adventure genre. House That Love Built brings players back to one of MCF’s most beloved storyline: the chilling, lore-rich Ravenhearst Saga, continuing the New Timeline arc.

Players once again step into the coat and hat of the Master Detective in a high-stakes investigation that dives deep into the supernatural roots of the legendary Ravenhearst Manor. When agency director Evelyn Ravenhearst suddenly resurfaces with a dire warning, the Master Detective learns that Angelica Morgan’s spirit still lives, and she’s searching for something buried far below the manor.

The investigation leads deep into an expansive, trap-filled underground labyrinth, confronting forgotten secrets from Charles Dalimar’s past, eerie experiments, and the lingering consequences of the 1896 archives. With the help of Detectives Isabella Drake and Leo Harrison, players will uncover long-hidden truths, confront dangerous anomalies, and navigate a narrative filled with twists, deception, and iconic MCF puzzle design.


Interactive Teasers & Anniversary Rewards: The Scavenger Hunt Begins

Ahead of launch, players are invited to participate in a limited-time scavenger hunt celebrating the franchise’s legacy. Three short videos, each containing a hidden two-digit floating number, were released ahead of launch. When combined, these numbers form a single-use coupon code redeemable for a special Buy One, Get One for $1 offer on Big Fish Games.

The final teaser video is now live, meaning players can now combine all three hidden numbers to unlock the complete coupon code (one redemption per customer). The code can be redeemed through November 24 at 11:59 p.m. PT. Check out the final teaser here.

Key Features:

  • A major return to the Ravenhearst storyline
  • Atmospheric hidden-object scenes and intricate puzzle design
  • New lore, new timelines, and new revelations about Charles Dalimar
  • Exclusive Collector’s Edition bonuses

Mystery Case Files: House That Love Built Collector’s Edition will be released on Big Fish Games and Steam.

Stay tuned to the MCF Facebook Page, the MCF Official Website, the Big Fish Games Facebook Page, and the Big Fish Games Instagram for upcoming news and updates.


About Big Fish Games 

BFG Entertainment owns and operates BigFishGames.com, a leading global platform for premium casual PC and mobile games. The company develops, publishes, and operates a diverse portfolio of PC and mobile games reaching millions of players worldwide. With a strong heritage in the casual gaming sector as both a developer and publishing partner, BFG Entertainment provides creative studios with the platform, resources, and expertise to bring innovative game concepts to a global audience.
Article by: Susan N.
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Escape Simulator 2 - PC Review

Escape Simulator 2 by developer and publisher Pine Studio—PC (Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 7 minutes


Escape Simulator 2 is a fantastic escape room game developed by Pine Studio. The sequel has new exciting locations, challenging puzzles, and an updated room editor. Like the first game, it can be played solo or co-op although it is a bit more harrowing due to the color palette and explorable areas that ended poorly. Though, this game had some of the most interesting and clever puzzles that stunned me because the challenges you face exceed the puzzles in the first game. So let me talk about this spectacular title in a little more detail. 

Gameplay

First we have to talk about the gameplay, which thankfully doesn't change much from the first game. You can walk around and interact with various objects contained in the area. But before you can explore the level sets, you go through a short tutorial that arms you for the challenges ahead. Each tutorial booth (for lack of a better term) gives you easy instructions to follow like using your keyboard for movement and how to manipulate puzzle pieces. Furthermore, the tutorials have fact cards that talk about the evolution of jigsaw puzzles and the origins of combination locks. 

Unlike the first game where I played exclusively in co-op mode, I was able to experience several of the levels in both the single player and multiplayer modes. Though, it should be noted that the levels can be solved in both modes however, some of the solutions to the puzzles will be different depending on which mode you play in. And I'll touch more on that point later. 

Once you complete the tutorial, you get to put your sleuthing skills to the test in three level sets that contain four locations each. Escape Simulator 2 grabbed me by the arm and dragged me into Dracula's courtyard right out of the gate - which was a hell of a way to get my attention. I'll talk about my impressions about the puzzles a little later but I will say that impressively, all four levels were challenging. This is true for all three level sets in the base game (as I'm sure there will be DLC locations in the future).


Like in the first game, you have an unlimited inventory to hold puzzle pieces and clues you will need to complete the level. What's great about that is instead of keeping a notepad to keep track of clues, you are able to pin them on either side of the screen, which makes solving puzzles easier. And as before, you can put unneeded items in the trash - especially when you are done with the clues. 

So let's talk about the meat of the game - the puzzles themselves. 

The Puzzles

First let me preface this section by saying there will be some light spoilers to a couple of puzzles, and while I'm not going to explain the solutions to them, it will be obvious which ones I'm referring to. 

Anyways, unlike the first game where several levels were fairly simple, this game was much more challenging and sometimes a little frustrating. In fact, many puzzles had enough difficulty that I struggled to complete most of them within the time limit. In truth, I failed to beat the timer in virtually every level - much to my dismay. And to be fair, when I say that the puzzles were difficult, it's not because I had no starting point, it was usually due to my lack of focus or failure to see something right in front of me. If I took time to step away for a bit, some of the puzzles would have been easier to figure out. 


Even when my mind was clear, a couple of puzzles were frustrating, like one of the ones in the crypt. It had a bunch of symbols that matched up to other symbols. This information was the key to solving two puzzle boxes which require you to move tiles into the correct locations. I knew what the clues were telling me but for some reason I had an issue with figuring out the code. And any solution I had come up with ended up being quite a large distance away from the correct one. If there was any doubt about my challenges with this puzzle, it was emphasized by the fact that I used the hint system for a couple puzzles. The Crypt was the first one where I felt like I needed some direction which you could get from pressing the 'request hint' button on the menu screen. Pressing it resulted in a cute picture that would nudge you in the right direction. The final clue was often the solution, though, I didn't need to get that many hints.

Dracula's level set was quite intriguing for another reason. It contains a feature that was not present in the first game (Although, to be clear, I finished the base level sets in Escape Simulator 1 and do not yet have most of the DLCs. So if certain features were added later on, I am unaware of them). In one of the levels, you will be able to see the area with a whole new perspective - literally. I should note that most of the puzzles are solved in first person view, but there are a couple of outliers that break that perspective and it can throw people off.  


Of all the levels in Escape Simulator 2, I think the most interesting and unique level is found within the Lost Starship set. Into the Unknown was one of the most fascinating puzzle designs in the whole game for me because unlike the other locations where you solve puzzles within a static location, Into the Unknown let's you virtually explore an area. It made me feel like I was living in an episode of Stargate or something. Essentially, the game created a multilayered or multiverse puzzle which added to the complexity of the game and I'm completely here for it. 

After the main puzzles are complete, there are other puzzles to solve. For aficionados of the genre, you can touch the stone pillar in the lobby and try your hand at some hard mode puzzles. Some of them I found to be fairly straightforward while others reveal your personal puzzle flaws. I can proudly say that I've been able to solve a couple of them after trying most of them, and I expressed frustration at certain puzzles that drove me bananas for a few hours. 


Oh but don't worry, even after the hard mode puzzles, there are a few hidden secrets within the lobby that you can reveal after you complete the game - but I won't spoil what some of those are because that's mean. What I will say is that those puzzles can be solved as you discover them, so have fun! 

Anyways, even if all of the above level sets and challenges aren't enough to sate your palette, you can try your hand at the community made puzzles. At the time of playing, there weren't many options to choose from so I didn't dabble too much in that space, but as time passes and more people play the game, I will revisit the options available. 

Graphics

Graphically the tone of Escape Simulator 2 is much darker and gives off a different kind of vibe. For example, in the first game the levels were brighter and aesthetically pleasant, yet in this game you are met with a number of skeletons and a darker palette. Starting in Dracula's castle, you feel a sense of dread as you traverse through the levels littered with skulls and creatures who symbolically represent bad omens. And for a while, I started to wonder what kind of puzzle game I was playing!

The Lost Starship levels were a stark contrast to the dark shadows and creepy atmosphere provided in the levels before them. Instead of the brooding atmosphere, the space levels were a little more lively, even though you begin the set on a broken spaceship. To be in space and to be able to look at a 3D star map of the sector you're in is quite marvelous. Plus, it was fun to play with a gun that could push or pull certain objects. I felt like an astronaut and I felt like a kid dreaming of being in space. As mentioned previously, visually my favorite level in the whole game is the last one in the set because you get to walk around a desertscape through the use of a unique device. I would best describe it like walking around with a VR headset.  


Of course, the final level set has you go through a pirate adventure where you begin the journey to shiny treasure in a small tavern. And this level set had me grinning from ear to ear because I felt like I was on the set of the movie Pirates of the Caribbean. Anyways, the level of detail was equally as stunning as the others. You had puzzles to serve food, play a tune, and mix alcohol. I especially liked the inclusion of the musical monkey toy as well as the weighted dice game. Though, the tone in the pirate themed levels was different because it actually contains some surprises. I legitimately screeched at one point. Heck, seeing the visual improvements from the first game to the second game particularly in the pirate levels where the devs had to include water physics blew me away.  

Overall, the graphics in Escape Simulator 2 have elevated tremendously from the first title. I loved the dark atmosphere of Dracula's castle especially after some of the unique puzzles. The space levels were really interesting and caused a sense of wonder about what happened to the crew. And as mentioned before I adored the aesthetics of the unknown and I wanted to dive into the device to explore the area further. Escape Simulator 2 has several graphic improvements from the first game that I can't do it justice through text. 


Final Thoughts

Honestly, puzzle games are my bread and butter. Once again the Escape Simulator games have exceeded my expectations. Everything from the graphics to the sound design to the puzzle complexity is vastly improved from the first game and I'm here for it. Though it shouldn't take most players long to complete the three level sets, each one forces you to use logic and reasoning to progress. And at the end of a room you get to take a screenshot that you can display in your lobby. 

I love that after you complete certain achievements you open up another set of puzzles and can challenge yourself further by solving the hard mode versions of puzzles completed in each level. In short, Escape Simulator 2 has layers! And despite the fact that some puzzles caused me to re-evaluate my approach in the genre, I absolutely love this game. It has a lot to offer which includes a level editor and continued development of both games. So, anyone who is looking for a puzzle game that features a solo and co-op mode, this one is close to the top of the genre. Trust me. This game is fantastic and I can't wait to see what the devs do to improve on add in!    

Score: 9 out of 10

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Fire Hero - Pixel Rescue - PC Review

Fire Hero - Pixel Rescue by developer and publisher Ravenlore Studio—PC(Steam) review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 6 minutes

Do you have what it takes to be an everyday hero? Do you think you can save people from raging infernos? Will you make sure not to leave any man, woman, or cat behind? Well, then, start your training with Fire Hero – Pixel Rescue today!

Fire Hero-Pixel Recue is an interesting take on a puzzle platformer that sees you join Brigade 38 as their newest firefighter. When disaster hits the city and fires are springing up everywhere, it’s now up to you to race in, save the people trapped in the fires, and get out before the whole place comes crumbling down on top of you. There is a story here, told in short segments between stages, so don’t go thinking it’s all just puzzle solving. Can you solve the mystery of the onset of fires and help the citizens?

Fire Hero is a 2D pixel puzzle-platformer that works on a stage by stage basis. You enter a stage, and the main goal is to rescue the trapped person and then get out. You have a sort of overworld, overstreet really, where you can select the stage you want to play, so you can go back to replay stages. Each stage contains two sorts of “themes” to gameplay. The first half is puzzle solving in order to get to your target, and the second half is escaping on a timer before the stage literally crumbles around you.

So, what are your tools? What can you do? Well, this is where the developers got pretty creative. There are boxes, crates, bookshelves etc. all over the place, individual fires around, and firefighter tools. You can push most objects, lift and throw the lighter ones like boxes, and you can find handy tools. There are also valves in some stages/areas that will let you raise or lower water levels. Now, there is a very unique aspect here that I thought was rather cool: our health bar isn’t a traditional health bar. Basically, it’s really hot inside a burning building, and if you get too hot, you overheat and “pass out”. As long as you stay inside, your heat will continue to rise. No worries though! If you stand under some water or start swimming in the raised water levels, your heat gauge will go back down! There are also some stages without “fires”, but those will have a permanent impact on your health bar until you pass out or reset the room.

Each stage you explore is divided into different rooms that act as their own sort of checkpoints. If you pass out or manually reset in a room, you get returned to the entrance of the room and the room is reset to its default condition. The manual reset is nice for when you accidentally break a needed box by dropping it in a fire or if you get stuck somewhere. Other than increasing the time you spend in the stage doesn’t have any other negative impact, other than to your pride.

So, what about those firefighter tools I mentioned? Well, you’ve got a fire extinguisher and an axe, typical tools of the trade. With the fire extinguisher you can put out fires by using the extinguisher for a while, or you can use it to hover somewhat when you jump, allowing you to traverse large gaps or give you a little extra leeway to reach a ledge or stop a fall. Be careful though, as there’s only so much in the can. The axe lets you break boxes and bookshelves, opening up areas that were blocked off. If you’re near a wall and swing the axe, you’ll stick it in the wall and can use it as a platform. Fair warning on the platform thing, it’s a little finicky. If used at the top of a jump you won’t have the jump height to get up on it, so you have to hit the wall either before max height or by doing a smaller jump. Furthermore, the axe is small and goes in at an angle, so it can be tricky to judge your available “platform” space. That’s largely fine though, as it makes sense that an axe platform would be a bit unwieldy. Bonus use for the axe, you can bust down locked doors instead of rifling about for a key.

I have to say, I quite like the style the developers have gone for here. A sort of retro like style with pixelated graphics and a soundtrack that works extremely well with the style and theme, it reminds me of old games on the GameBoy Pocket, back before handhelds had colour, just with updated graphics and sound, and actual colour. I used to love puzzle platformer style games back in the day, and Fire Hero really brings that love back out. It’s really nice to see a retro style game that both captures the old-school touch but also makes modern improvements where it should, and that’s how I feel Fire Hero does well.

As much as I really love Fire Hero, there are a few issues here and there. The biggest issue I had was with carrying objects. The game is a little weird about how that works. You lift the object above your head to carry it (keys included), so you can’t lift something in a narrow hallway or if you don’t have room. That is fine, but carrying something doesn’t “add” it to your character sprite, it puts it above you with a sort of elastic tether to you? Basically you can be forced to drop the object if you try to enter a narrow hallway or collide with the ceiling the wrong way. Minorly annoying at worst, but it can be more annoying at times. Sometimes the collision detection for this is a little wonky though. I’ve had times I was carrying a crate and got too close to a ledge, now the crate is on the ledge instead of my head, and I can’t quite reach it to grab it again. The other issue is more of a personal annoyance than a real problem, but when you respawn it doesn’t reset any moving parts of the stages. This means on resetting a room, you could be waiting a long time for a moving platform for instance. Only really an issue when you are trying to escape on a timer, but overall not a problem, just it’ll probably be annoying to some people.

Other than your main goal you also have challenges to bring you back to stages. There are strapped pets to discover and rescue, journal pages, and coins you can get. There are also time challenges if you want to challenge yourself on a stage. Some of these unlock bonus stages, and some are for personal challenge, so do what’s right for you!

Overall, Fire Hero – Pixel Rescue is a great retro pixel style puzzle platformer for a great price. Stages are short but can be tricky and fun, the puzzle platforming is both unique and engaging, and the background story is present but not intrusive enough to take you away from the action for long. With a great suite of hand-made art and a fitting soundtrack to boot, fans of puzzle platformers are sure to rejoice. Get your firefighting on today! 


Score: 9 / 10
 
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