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Showing posts with label story rich. Show all posts
Showing posts with label story rich. Show all posts

Cute Roguelite Deckbuilder RPG Launching on July 22nd!

June 25, 2026 | Independent developer Death Kumiai and publisher Flashlight Games are glad to announce that Annihilated, their dark and cute roguelite deckbuilder RPG, will launch on July 22, 2026 on Steam at a price of 16.99 USD | 17.25 EUR and a launch discount of 10% during the first 2 weeks. Players will dive into a twisted world where adorable fuses with dark horror art that presents a narrative-driven dungeon crawler RPG with 4 distinct character routes. Find your favorite "broken" party member to save…and leave the others behind.

"Two major pillars shape Annihilated: the imaginative negative space offered by retro vintage games, and the complex, conflicted character writing found in text adventure games, light novels, and JRPGs circa 2010, also influences from older and recent classics as Fire Emblem, Super Mario RPG, Undertale or The Legend of Zelda. Our goal is to craft a whimsical cartoon-style game grounded in authentic human nature and weighty thematic depth." - Sabotenshi (Lead Artist & Lead Writer)

The Backstory

The legendary Hero's party vanished in the depths of a dungeon. You are the sole survivor of the rescue party sent in after them, pressing ever deeper into the cursed dungeon to find what remains of them. You have no fighting power of your own; to survive, you borrow the remaining strength of the broken heroes — each helping in their own way. And you can only bring one of them out alive.

The Dungeon

The dungeon itself is the enemy. Its monsters, traps, and curse turn on everyone who enters — the same forces that broke the Hero's party now come for you. What really happened to them, and why, is what each route reveals.You will find lurking monsters, dwindling gear, instant-death traps the moment you drop your guard — and the very curse that shattered the heroes still lingers in its halls.

Main Features

  • Choose among 4 different main routes, each one of them full of decisions that will impact your path and how things end.
  • Visual novel narrative-driven style with a deep 200.000 words script full of lovable and broken characters.
  • Roguelite dungeon crawling with high lethality, uniforgiving random events, and instant retries.
  • Turn-based timing-focused card battles where players will need to be strategic but also have good reflexes to defeat enemies.
  • Weapon Breakage System: Weapons have a durability limit but can be voluntarily destroyed for temporary combat buffs.
  • Curse points are earned from defeats and weapon breaks, and used to buy items, boost stats, or survive lethal roulettes.


About Death Kumiai

Death Kumiai is a small game studio that makes games about death.

About Flashlight Games

Flashlight Games is a publisher that rethinks how games reach the people who play them. We want to be the dependable gear that lights up dark unease for game creators.

Article by: Susan N.
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Step into the Demo World of Revenge of the Firstborn on Steam Now!

Minnesota, U.S.A. March 2026 | The story-rich, tactical turn-based RPG based on the classic 3.5 SRD ruleset, Revenge of the Firstborn, is inviting players to step into its world for the first time with a brand new playable demo launching on April 2nd and is participating in Steam's Dark Dungeon Days event.


Step into an isolated story within the world of Revenge of the Firstborn specifically made for the demo. Create and build your party however you want by immediately starting at level 5. Work with a hidden society called the Lorekeepers, who are hunting for knowledge of a deadly vampire hoarding ancient documents, some of which contain never-before-seen lore regarding the mythical, elusive Firstborn. 

Explore an expansive outdoor area, complete with a river and lake to swim in and mountains to climb. Delve deep into a dark, dangerous dungeon in search of the vampire while fighting enemies, dodging traps, and lighting a way through the darkness to slay this powerful foe and claim the lore awaiting you.

The Demo Features:

  • A large, explorable outdoor environment, including rivers and lakes that can be swum across, and mountains that can be climbed
  • A dangerous dungeon crawl, where players must outmaneuver and confront the vampire guarding the ancient documents
  • A unique boss encounter exclusive to the demo
  • Core gameplay systems including dialogue, combat, party creation, and progression
  • Designed to be a standalone experience, the demo provides a focused glimpse into the world of Revenge of the Firstborn while highlighting the depth and systems players can expect in the full game.

Players interested in story-rich adventures, meaningful exploration, and tactical party-based combat can wishlist and play the demo starting April 2nd on Steam.


Please Note: 

  • Some content in this demo may vary from the final game.
  • The demo’s story is not directly connected to the main story in the final game. Your save file in the demo build will not affect your save file in the final game.

About Revenge of the Firstborn

Revenge of the Firstborn is a story-rich RPG based on the classic 3.5 SRD ruleset that blends narrative-driven exploration with strategic combat and deep party customization. Set in a world shaped by ancient curses and forgotten histories, players will uncover hidden truths while forging their path through danger and mystery. 
Article by: Susan N.
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The Knightling - PC Review

The Knightling by developer Twirlbound and publisher Saber InteractivePC (Steam) review written by Susan N. with a copy provided by the publisher. 
 
Estimated reading time: 10 minutes 


Back in 2019 Twirlbound released Pine which was their first game release but had surprisingly won a number of different awards between 2016 and 2017. Here we are a few years later and they've released yet another spectacular game that almost went completely under my radar. The Knightling is a cute story rich open world experience that I would have missed out on if it wasn't for the title being passed to me. (Although after playing a bunch of the game, I'm wildly curious to see other people play it). 

The Knightling begins with a straightforward premise, you're a young knight who has the honor of learning from the legendary Sir Lionstone. He's a big guy wielding a fancy and large shield, but upon being taught basic principles with Lionstone, you both stumble upon a forgotten vault. Where there is treasure, there are other groups who seek it. 

At this point, Earthborn show up. These are terrifying stone creatures that have been ancient enemies of your homeland of Clesseia. Both you and Lionstone are shocked at their appearance within a short distance of the city. And while Lionstone distracts the creatures while saving your inexperienced tush at a moment when you almost get grassed by valiantly throwing his mighty shield which blocks a fateful blow. With your quick thinking, you leap around the room to trigger some switches that will hopefully give Lionstone an upper hand in the battle. The Earthborn apparently aren't stupid foes either as they decide to retreat and in doing so cause the legendary knight to give chase. Unfortunately, this leaves you with a broken shield and his glove for you to carve your own path. You go back to the city to report the vault discovery and the missing Sir Lionstone. And while the Queen is focused more on the newly revealed vault, you are free to explore the realm as you try to become a knight without a mentor.



Gameplay

The Knightling captivated my attention rather quickly because it's not a game that drowns the player in tutorialpalooza as is the case with a variety of games. Instead, it gets your attention quickly with its witty characters, shield bashing combat mechanics, and shinies. 

Throughout the game there are some hilarious moments. I can think of a couple instances right off the bat that caused me to laugh audibly, like the interaction with the fortune teller... There are characters that cracked me up as well like "Berry" being a farmer in wine country. Some of the enemies have highly entertaining names as well like the Grimbus Swipus caused me to smile from ear to ear. And with their description in the index of foes talking about how 'cranial damage from repeated shell-slam attacks leave them with poor depth perception' had me doubling over with laughter.  


I spent a bunch of time running around the map chasing after Knightling Praise which is a currency that is used to upgrade your shield's capabilities. And in this pursuit of shinies, I discovered a couple of important features of the game. Firstly, there doesn't appear to be any fall damage (yet). Now, that's not to say that you can't fall off some unfortunate cliff into an abyss because you mistakenly thought you could use your shield to glide across something you actually can't, because that definitely happened. (And I laughed at myself wildly for doing it). The second most important factoid you learn when jumping around the city is that you can use your shield to swim. Unlike some games that use lakes, rivers, or oceans to block a player from getting to a location, The Knightling doesn't do that at all. In fact, swimming with the shield is quite entertaining and I fully expect there will be a waterslide somewhere in the game...

Anyways, The Knightling has a couple of fun features that I'm all for; like purchase of a few color schemes for your shield and outfit. There is a tailor who has a few different 'hairstyles' you can nab as well. But the meat of the game falls more into the exploration and fun aspects, more than anything. The area you are in is covered with a fog of war that you can't see through until you reach lookout towers where a cartographer will give you a map of the area. Getting to some of the towers can be rather amusing as you platform your way up to them using ledges or fun purple mushrooms. Some of the roof tarps are particularly buoyant as well.

There is a main story line that you can follow, but there are tons of entertaining side quests that you can take on for various rewards and to increase your reputation. For example, you can participate in time trials where you get to use your shield to coast down slopes. Just know that if you do this in the city, you're bound to crash into citizens, and if you do, you might want to GTFO. You know, just in case they decide to chase you down... This can only lead to discussion about combat. 


Combat

At the beginning of your solo adventures, you interact with Gynni who is awesome enough to repair your shield and she explains where you can get some upgrades. This takes you to chatting with a member of the Knight's Academy who presents you with an ability skill tree. In it are four spokes of abilities that range from dodge maneuvers, shield bashes, parrying moves, and shield throws. To get any of these abilities, you will need a bunch of shinies. This is part of the reason I began bounding onto rooftops to get all that I could see. 

Now, the combat itself is not the most fleshed out aspect of the game, which is something I'm perfectly okay with. As a video game aficionado, I enjoy exploration sometimes more than the other parts of the game. This often gets me into trouble where I stumbled into a cave where there was one bigger enemy and two smaller speedsters. In an enclosed area and my terrible parrying skills, I died horribly. However, I was pleasantly surprised when I respawned before finding the cave and with full health! Now this can be a double-edged sword because if you don't save frequently, you rely on older save points which might not be what you want at times. However, if you don't have all the upgrades you need to take on a fight, then it could also be a nice blessing in disguise.


Anyways, the combat not being the best in gaming history comes from a few reasons. The first is that there were several points where I dodged an attack and the enemy was still able to hit me. Another point to mention about the combat system is that your character can end up attacking a different target than you were intending. Instead of killing the one enemy which has a pixel of health remaining, you end up striking one of the others. Thirdly, the combat isn't incredibly comprehensive, but it also doesn't need to be either. While some people might not be pleased that the combat system is not incredibly sophisticated, I happily killed a strong beast by standing on a rooftop and using my shield throw to stun lock it. In hindsight, I'm not sure if that was intentional, but I did get an achievement for it, so yay? 

Essentially, the focus of the game is more on the questing, exploration, and humor than its combat prowess. Although, I do really enjoy using the shield as a crazy carpet as much as I enjoy doing a cool Iron Man shield throw. Honestly, I'm completely fine with the focus on the game than the combat specifically.

Audio and Visual

The world in The Knightling is absolutely stunning with its vibrant aesthetics. Although, at first, I wasn't sure what to think about the graphics until I started playing the game. And that's not because I'm bothered by them, but perhaps it's because I was concerned about how the visual movements would look - particularly because I don't like that some of the movement is too abrupt. For example, if you are trying to inch your way forward, you mistakenly can move too much where you might fall off a high location. Though, it could very well be that my settings were too sensitive because visually the game is incredibly smooth. 

While exploring various areas on the map, you enter different zones which have their own unique aesthetics. Each area covered by the fog of war loads seamlessly and doesn't cause much if any lag time. Even using the jumping mushrooms doesn't cause any delay either. The only offensive aspects come from specific instances like loading up your game or getting backed into a corner where the camera can sometimes make it challenging to effectively fight your opponents. Honestly, despite what you may think of the graphics, the game is incredibly detailed and full of life.


As far as the audio goes, I generally enjoyed the audio effects and the music used in the Knightling. The only aspect of audio that I wasn't big on was the muffled sounds of the people when you spoke to them. I've never been big on the 'Simlish' element of a game so naturally I didn't enjoy that audio. But more than that, I was actually confused. At some points there are fully voice-acted sentences given, but they are sparse and made me dislike the muffled audio. I get that the people are wearing some sort of mask, but I think I'd personally enjoy more voice acting or more music and environmental sounds. It didn't detract my enjoyment of the game, I just didn't like the muffled audio. 

That said, there are tons of environmental audio sounds that add to the vibrant living world of Clesseia. In the city you start in, there is a hatch which hides a fan underneath it, and when you are close by, you can audibly hear the fan. On one of the main roads, there is a creature trapped in a box that sings a tune. Even when you have completed the quest, the creature keeps chirping away - for better or worse. Regardless, the audio in The Knightling adds to the overall feel of the game, especially when you participate in certain activities.   


Final Thoughts

When I say that I have a hard time putting The Knightling down, I mean it. I get sucked into chasing after shinies and exploration that I've lost track of time. It also helps that there are lots of humorous moments scattered throughout the game which made me cackle wildly. Heck, I had a fun time jumping onto rooftops to get to shinies or quest locations - which worked out in my favor because a mere knightling can't just stroll into the Queen's castle without an invitation. What did we do instead? Climb things and sneak in!

Honestly, The Knightling is a fantastic game and has its hooks on me. I love everything about the game, the puzzles, the relaxed combat (mostly), the fun things you can do with your epic shield, the scenery, and several different quests. I never felt like the game was too difficult that I couldn't handle, although sometimes the jumping distance caused some hilarious fails. Anyways, what makes this game even better than an enjoyable and amusing experience is the fact that it is family friendly! You can safely introduce The Knightling to your children and not have to worry about anything. It's such a cute game and I've had a blast playing it. I can't wait for others to experience this excellent title!


Score: 9 out of 10
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First Person Narrative Game 'Back Then' Out on PC and PlayStation 5!

November 5, 2024. Lisbon, Portugal - Portuguese developer Octopus Embrace is excited to announce the release today of the award-winning Back Then for PlayStation 5 at a price of €14.99. This first-person, narrative-focused game offers an immersive experience and seeks to make the player reflect and raise awareness about Alzheimer's disease. At the same time, the game's official soundtrack will also be released today on all music streaming platforms.


We all live with the fear of being devoured by the shadows of dementia. The ultimate fear of oblivion. The fear of forgetting our past and everything that brought us to this moment. Who do we become when we forget who we are?

Travel through the mind of Thomas Eilian, an elderly writer facing Alzheimer's disease. The gameplay, focused on investigative exploration and puzzles, invites players to unravel the mysteries of Thomas' life, family and memories. Navigating between past and present, players unlock new areas, collectibles and challenges, providing an emotional and thought-provoking experience.

Back Then is a game for people who are in search of unconventional and new story-rich experiences. It appeals to a more general audience, emphasizing on the game's atmosphere, soundtrack, and narrated-exploration to deliver players a poetic and emotional story.


FEATURES


  • In-depth narrative and storytelling experience.
  • Detective exploration and puzzles.
  • Creative gameplay and events related to Alzheimer’s and forgetfulness.
  • Inspired by personal events, involving the team's loved ones and family.

A LETTER FROM THE PRODUCER AND CO-FOUNDER OF THE STUDIO


My name is Calebe Motta, I'm a game developer, musician, writer, book lover, gym enthusiast, and one of the creators of "Back Then".

My story is long, so I'll summarize! I'm Brazilian - son of a father from Paraíba and a mother from Rio Grande do Sul - but I was born in Portugal in 1999. We lived in Canada (2004-2006); Then we moved to Brazil in Curitiba, PR (2007); Campina Grande, PB (2008); and Anápolis, GO (2009-2015). We returned to Portugal in 2015, where we still live.

I dreamt of making games since I was a kid. But besides that, I also wanted to be a writer and musician. Now I do all three! After high school, I took an Animation and Video Games course in Lisbon (2017-2019), where I met my colleagues and the Back Then team.

In 2019, we participated in a Global Game Jam, where the theme was "Home". This is where the initial premise of Back Then emerged: an elderly person with Alzheimer's, confined to a nursing home, restricted to a wheelchair, has to interact with objects to remember his life.

We saw the potential of the game, so after completing the course, we continued the project. Unfortunately, the pandemic hit a few months later. We faced challenges in development and in our personal lives. I lost two of my grandfathers during this period, including the one who inspired me for Thomas's character. His wife, my grandmother, had already passed away from Alzheimer's in 2016. Despite everything, we persisted — and in December 2023, we launched Back Then for PC. Now, in November 2024, we've released the game on PlayStation.

This release carries an enormous emotional weight for our small team. Each experience shaped not only the game but also who we are today. Now, with the game available on multiple platforms, we hope this story touches even more lives, bringing some comfort to those whose family members have been affected by Alzheimer's.


History & Accomplishments of Back Then


Octopus Embrace is a Lisbon-based game development studio dedicated to creating unique and emotionally impactful gaming experiences. With a focus on narrative-driven games, our team strives to push the boundaries of storytelling in the gaming industry.

Starting in 2019 with a Global Game Jam, the development journey of Back Then was born out of pure inspiration and passion. Having had first-hand experiences with family members diagnosed with Alzheimer’s Disease, these events shaped their lives and inspired them to create this game.

We won the ‘People’s Choice Award’ for IndieX 2019; and in January of 2020, we won the ‘Games 4 Good’ and ‘Best Game’ Awards for PlayStation Talents - an award ceremony aimed to support the development of video games in Portugal and Spain, promoted by PlayStation®.

The game was already released for PC on December 8th, 2023, being available on Steam, Epic Games, GOG and Humble Bundle. We are now extremely grateful and excited to have been given this opportunity of releasing the game for the PS5, thanks to the PS Talents program.



Having powered through 4 years of development, going through loss of family members, a pandemic, and hardships endured with the game’s production, we are finally glad to be able to release this project which means so much to us.

We hope you give the game a shot and hopefully it teaches something you didn’t know before. We dedicate this game to you, your loved ones...

And all who were back then.

CONTACTS AND LINKS

Article by: Susan N.
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