Point & Click - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 26 Jun 2025 12:05:55 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Point & Click - IndieGames https://www.indie-games.eu/en 32 32 Misteriozna avantura Pera Coda događa se na ulicama Istanbula, izlazi 2026. godine na Steamu https://www.indie-games.eu/en/mysterious-adventure-pera-coda-is-set-in-istanbul/ https://www.indie-games.eu/en/mysterious-adventure-pera-coda-is-set-in-istanbul/#respond Thu, 26 Jun 2025 12:05:55 +0000 https://www.indie-games.eu/?p=26642 You play as Deniz, a lawyer trapped in a place that looks like a purgatory.

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Interesting games have been coming out of Turkey lately, and the recently announced Pera Coda, developed by Leyzio, promises to blend the psychological depth of Disco Elysium, the exploratory nature of Outer Wilds, and the time-based puzzles of 12 Minutes. This isometric adventure is set in a surreal version of Istanbul, specifically in the historic Pera (Beyoğlu) district. The game will be available for PC via Steam in 2026.

You play as Deniz, man trapped in a state between life and death, while simultaneously acts as both judge and accused in a confrontation with his own soul. Pera Coda explores Deniz’s traumatic memories through branching dialogues and layered environmental puzzles. Each time loop in this surreal Istanbul forces you to confront regrets, relationships, and hidden truths, uncovering mysteries that reshape the world around you.

Iconic real-world locations reflect Deniz’s fragmented psyche, merging the city’s East and West, chaos and peace. The gameplay uses intuitive point-and-click mechanics to focus on exploration, dialogue, and choices, rather than combat or item collection.

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Gregor Müller on Casebook 1899: The Leipzig Murders, a Point-and-Click Detective Game https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/ https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/#respond Sat, 24 May 2025 11:57:57 +0000 https://www.indie-games.eu/?p=25349 Solo developer behind the game told us all about the game mechanics and the meaning behind its name.

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Casebook 1899 – The Leipzig Murders is a retro pixel-art point-and-click adventure being developed by solo developer Gregor Müller. You control Detective Joseph Kreiser in 1899 Leipzig, Germany, solving four murder cases in an industrial city. The goal is to examine various scenes, interrogate suspects, and use a notebook and deduction board to uncover culprits.

Some of the game scenes are actual reconstructions of places you can still visit today, while others are faithful recreations of typical locations from that era, such as a newspaper editorial office, a writer’s study, or an industrialist’s private garden. But the love for historical accuracy goes much further: the way people speak, the objects the player can use, and even the murder cases themselves are all appropriate to the time and place.

With multiple endings that change based on your choices, this title blends historical atmosphere and classic adventure mechanics. In case you’re wondering how it all works, you can also try out the demo right now on Steam. We recently had a chance to chat with Gregor and dive deeper into the game. He told us all about the game mechanics, the meaning behind its name, why he chose pixel art, his Kickstarter campaign, and his experience working as a solo developer.

Additionally, Casebook 1899 – The Leipzig Murders is set for a 2025 PC release on Steam and GOG.

What inspired you to create Casebook 1899 – The Leipzig Murders, and why did you choose a detective adventure set in 1899 Leipzig?

Leipzig is the city I live in, and I’ve always been fascinated by its history. The period around the end of the 19th century is particularly compelling, as the city was undergoing rapid growth. Technological advancements and social upheavals during that time offer rich potential for conflict and complex moral dilemmas, perfect ingredients for crime fiction. It felt like the ideal setting for a detective story.

What’s the significance behind the game’s title, Casebook 1899?

The title Casebook 1899 – The Leipzig Murders is intentionally descriptive, giving players a clear idea of what to expect. The “casebook” is a central gameplay element, a notebook where players collect and combine clues. It’s the most-used tool in the game and essential to solving each case.

Is there a deeper philosophical meaning or theme woven into the game’s narrative?

Yes. As players progress, they’ll encounter themes centered around the nature of truth and the extent of free will. The game offers complete freedom in how each case is resolved, even allowing players to conclude that no crime occurred at all, attributing events to a series of strange coincidences. Ultimately, players must take responsibility for their interpretations and decisions.

The game is described as a “richly atmospheric” point-and-click adventure. How did you craft the late 19th-century Leipzig setting to immerse players?

I used a wealth of historical photographs and postcards from the late 19th century as references to recreate key locations. Some iconic landmarks still exist today, while others, lost during World War II or later, are brought back to life in the game. The postcards were especially helpful because they’re in color, unlike the black-and-white photos of the era. I also paid close attention to sound design, crafting a realistic soundscape for each location to help players feel as though they’re truly wandering through a bustling city at the turn of the century.

Did you conduct any historical research to ensure the settings and characters feel authentic to the period?

Absolutely. The characters speak in carefully crafted language appropriate to the time. For instance, I avoided using modern German terms that didn’t exist in 1899. Characters also interact with the protagonist in ways that reflect their social standing, whether above or below that of a police detective. Social status even affects gameplay: while the protagonist’s companion, a public prosecutor, may enter a stately villa through the front door, the detective must use the servants’ entrance, after solving a puzzle, of course.

Can you describe Detective Joseph Kreiser’s personality, motivations, and how players will connect with him?

Joseph Kreiser is a skilled conversationalist who excels at getting people to open up. He has a keen sense for detecting lies and genuinely understands people. He’s deeply committed to his work and values truth, which makes the moral decisions he faces later in the game especially difficult. His strengths in dialogue over investigation are reflected in gameplay – he can ask his companion to help spot clues. But relying too much on others can also become a limitation.

Could you provide a brief overview of the game’s core mechanics? How significant are player choices, and do they lead to multiple endings?

In Casebook 1899, each case typically unfolds like this: you investigate a crime scene or suspect’s location for clues, perform tasks to gain access to new conversations, and then question characters to uncover more information. All clues are recorded in your notebook. Eventually, you’ll piece together these clues on a “mind palace”-style case board. For each node, you must choose between two possible interpretations based on your intuition and reasoning. These choices lead to different outcomes, some players may even conclude that no crime occurred at all. But in every case, the player must own their conclusions.

Why did you choose a retro pixel-art style for Casebook 1899?

There are two main reasons. First, I love the classic LucasArts adventures of the 1990s – I grew up with Fate of Atlantis, Monkey Island, and others. The visual style also draws inspiration from Sherlock Holmes: The Case of the Serrated Scalpel. Second, I believe this aesthetic resonates with players in my age group who appreciate grounded, thoughtful adventures. Pixel art also appeals to fans of “cozy games,” and while Casebook 1899 isn’t strictly cozy, it’s definitely cozy-adjacent.

As a solo developer, what were the biggest challenges you faced during development?

Honestly, the biggest challenge was finding time. Despite the Kickstarter funding, this remains a hobby project, and balancing it with a full-time job is tough. I also faced personal setbacks, including job loss and family mournings, which caused delays. What kept me going was the supportive community of fans and fellow developers who encourage and inspire each other.

Working solo can be isolating. How did you stay motivated through the “countless late nights” of development?

I often say that Kickstarter is both a blessing and a curse. Without the nearly 500 backers eagerly awaiting the game, I might have abandoned the project, not because I didn’t believe in it, but because it’s so demanding. Knowing that so many people believe in me helps me push through even when I’m struggling. I also recommend regularly exhibiting your game, seeing people enjoy it at events and fairs is incredibly energizing and keeps me motivated for weeks afterward.

Your 2022 Kickstarter campaign was successful. Were you surprised by its reception, and how did the funding impact development?

The game wouldn’t exist without crowdfunding. I always envisioned it as fully voiced, and I needed funds for music, sound effects, and other assets. I initially planned the campaign for February 2022 but realized I needed to build an audience first, so I delayed it until July. I spent that time carefully planning the campaign, including livestreams and interviews. So while the success wasn’t entirely surprising, it was close, things only really took off when I added a physical boxed edition as a reward.

A free demo of the first case is available on Steam. How has player feedback been influencing the final version of the game?

The public demo has since been shortened, but many players tried it and provided valuable feedback. That feedback continues to shape the game, especially in terms of puzzle signposting, which can vary by language. Now that the game is fully voiced, the broader structure is largely set, but I’m still refining the experience based on what players share.

Looking back, is there anything you would have done differently in designing, crowdfunding, or managing Casebook 1899 as a solo developer?

I made the classic mistake that many first-time developers do: I massively overscoped. This project turned out to be far too ambitious for a solo debut. With 5 to 9 hours of playtime, depending on the player’s skill and style, it became much longer than I initially anticipated. That said, I didn’t include any filler. There are no repeated puzzles or mini-games; every challenge in the game serves a specific narrative or gameplay purpose. So in a way, the game had to become what it is. I just wish it had been my third or fourth project instead of my first.

But if I had done things differently, I wouldn’t have learned nearly as much. So in the end, no, I wouldn’t change a thing.

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Two Realms: Whispers from the Rift je nova emocionalna pikselna igra smještena u srednjovjekovni svijet, izlazi 2026. godine https://www.indie-games.eu/en/two-realms-whispers-from-the-rift-a-pixel-style-medieval-game-launches-in-2026/ https://www.indie-games.eu/en/two-realms-whispers-from-the-rift-a-pixel-style-medieval-game-launches-in-2026/#respond Fri, 23 May 2025 15:25:36 +0000 https://www.indie-games.eu/?p=25079 It promises a dark, emotional journey wrapped in gorgeous pixel art.

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A mysterious crystal, a sick brother, and a medieval world teeming with secrets, Two Realms: Whispers from the Rift is shaping up to be a must-play for point-and-click fans. This newly announced title, crafted by a tiny two-person indie studio in Prague, promises a dark, emotional journey wrapped in gorgeous pixel art. The game is set to launch on Steam in early 2026.

You step into the shoes of Tobias, a young guy from a sleepy fishing village whose life gets turned upside down when he and his little brother discover a strange crystal. When his brother mysteriously falls ill, Tobias sets off on a desperate quest for answers, plunging into a world of shadowy forces. The story, which is expected to unfold over five to ten hours, is packed with twists and emotional weight, drawing inspiration from classics like Black Mirror and Kathy Rain.

What truly sets Two Realms apart is its dedication to making point-and-click adventures feel new and, more importantly, frustration-free. The developers Jaromír Janisch and Tomáš Létal have focused on puzzles that actually make sense, all rooted in logical character choices. Whether you’re solving a riddle or chatting with characters like Thaddeus, the law-obsessed mage, or Severin, the scruffy mystic who’s loyal to a fault, the gameplay feels intuitive yet still challenging.

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ASYLUM – Sporo tinjajuća horor priča https://www.indie-games.eu/en/asylum-slow-burning-horror-story-review/ https://www.indie-games.eu/en/asylum-slow-burning-horror-story-review/#respond Mon, 12 May 2025 20:27:48 +0000 https://www.indie-games.eu/?p=24784 From the creators of the cult classic Scratches, ASYLUM is a point-and-click psychological horror adventure.

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  • DEVELOPER: Senscape
  • PUBLISHER: Senscape
  • PLATFORMS: PC
  • GENRE: Psychological Horror
  • RELEASE DATE: March 13, 2025
  • STARTING PRICE: 24,50€
  • REVIEWED VERSION: PC
  • From the creators of the cult classic Scratches (2006), ASYLUM is a point-and-click psychological horror adventure, 15 years in the making. You play as an ex-patient haunted by visions, navigating a vast, eerie asylum to unravel its dark secrets. Drawing inspiration from H.P. Lovecraft, Hammer Films, and 1980s Euro-horror, it delivers a slow-burning, atmospheric experience without relying on cheap jump scares.

    Exploring the Eerie Hanwell Mental Institute

    The gameplay focuses on exploring the sprawling Hanwell Mental Institute, a decaying complex designed in the authentic, oppressive Kirkbride Plan for asylums. You navigate using a first-person, node-based system, clicking to move between fixed viewpoints with a 360-degree turning circle. The institute’s intricate layout, featuring shadowy hallways, abandoned wards, and hidden passages, builds a constant sense of dread. By uncovering historical files, patient records, and eerie artifacts, you piece together the asylum’s dark history and your character’s mysterious past.

    The massive Hanwell Mental Institute in ASYLUM has its ups and downs. Its vast size creates an immersive atmosphere, but many areas feel empty, with “lifeless spaces” that slow the pace. The node-based movement, lacking the smoothness of modern walking simulators, can feel sluggish, and without a map or fast-travel system, backtracking becomes tedious, especially in later chapters. While ambitious, the game’s scale sometimes overshadows the narrative, leading to long stretches of uneventful wandering.

    Puzzles are central to the game, blending logical inventory-based challenges with environmental observation tasks that reward sharp wit and keen attention to detail. Examples include combining items like keys or tools to unlock doors or deciphering codes from scattered notes. Most puzzles tie smoothly into the story, such as piecing together patient histories or operating decayed machinery. However, without a hint system, you must rely on the in-game journal or trial-and-error, which can frustrate when tackling complex puzzles. Some puzzles, especially repetitive door-opening tasks, feel like busywork with little narrative payoff.

    The journal is a standout feature, seamlessly cataloging clues and memories as a diegetic interface, with a notepad mechanic that boosts immersion. However, the inventory system feels clunky, requiring manual cycling through items at hotspots instead of a menu, which slows gameplay. While puzzles are generally fair, the absence of guidance can halt progress, particularly in the middle chapters.

    “Puzzles blend logical inventory-based challenges with environmental observation tasks.”

    A Slow-Burning Lovecraftian Horror Tale

    The story is a slow-burning tale, loosely inspired by films like Session 9 and Lovecraftian themes. As an ex-patient, you uncover the institute’s dark history, experiments, abuse, and supernatural events, while piecing together your own fractured memories. The narrative unfolds through found documents, environmental storytelling, and minimal character interactions, building toward a “shocking conclusion” kept under wraps during 15 years of development. The plot is engaging with a mind-bending arc, but it struggles to balance storytelling with gameplay, sometimes feeling like a “choose-your-own-adventure book” due to heavy reliance on lengthy reading.

    Key characters like Dr. Miller, voiced by Jonathan Boakes with a David Warner-like gravitas, bring intrigue, but their limited presence (Miller disappears mid-game without explanation) reduces their impact. The story’s heavy reliance on text-heavy documents can feel overwhelming, and while the horror is atmospheric, it feels derivative, missing the scares of modern games like Amnesia. Replayability exists through hidden memories and Easter eggs, but the linear narrative and lack of branching paths limit replay value.

    There are over 100 hauntingly detailed rooms in the game that always bring something different. Pre-rendered backgrounds blend a “classic yet modern” aesthetic with a grainy, 1980s horror film texture, amplifying the oppressive atmosphere. Environmental storytelling is also quite good, with scattered papers, broken furniture, and occult symbols creating Lovecraftian dread. In-game character models are impressively detailed, but cutscene models fall short, with stiff animations and speech limited to lower-face movement, which weakens emotional moments.

    The intentional VHS aesthetic, while evocative, might feel outdated to some, with visuals reminiscent of PS2-era graphics. The absence of dynamic lighting or real-time shadows further dates the presentation. Cutscenes, blending in-engine and pre-rendered elements, are static with poor animation, falling short of the immersive environments. Prioritizing atmosphere over polish suits retro horror fans but may alienate those expecting modern visual fidelity.

    “ASYLUM struggles to balance storytelling with gameplay.”

    Fans of horror games will like this one

    ASYLUM is a chilling, ambitious tribute to slow-burning horror, delivering a haunting atmosphere and narrative that fulfills its 15-year hype for Scratches fans and classic point-and-click adventure lovers. However, its dated node-based mechanics, empty spaces, and inconsistent visuals make it feel outdated, struggling to balance gameplay and storytelling. The absence of a hint system and shallow character depth further narrow its appeal. Ultimately, it’s a good choice for retro horror fans, particularly on PC or Steam Deck.

    “Solid choice for retro horror fans that like slow-burning story.”

    Pros Cons
    Horror atmosphere. There is no 'hint' system if you get stuck.
    Engaging narrative. Lots of empty spaces.
    Logical puzzles. Inconsistent visuals.
    Retro graphics and charm. Weak character depth.
    Content
    70%
    Gameplay
    70%
    Graphics
    80%
    Final score

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    Detektiv Jack Foster vraća se u mračne ulice Arkhama u novoj Lovecraft avanturi The Dark Rites of Arkham https://www.indie-games.eu/en/jack-foster-returns-to-arkham-in-the-dark-rites-of-arkham/ https://www.indie-games.eu/en/jack-foster-returns-to-arkham-in-the-dark-rites-of-arkham/#respond Mon, 07 Apr 2025 09:14:47 +0000 https://www.indie-games.eu/?p=23382 It's a classic point-and-click experience with an emphasis on inventory puzzles.

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    In The Dark Rites of Arkham, after a traumatic incident that distanced him from his duties, Detective Jack Foster rejoins the police department to investigate what initially appears to be a routine case of political blackmail. However, the investigation swiftly takes a sinister turn with the discovery of a gruesome ritual murder committed in a sealed room, devoid of any signs of entry or escape.​

    Partnering with Harvey Whitman, an expert on occult cults, Foster delves into the darkest corners of Arkham, a city steeped in ominous secrets. The case unveils connections to witches who escaped the Salem trials of 1693 and a conspiracy that could forever alter the world as we know it.​

    This classic point-and-click experience emphasizes inventory-based puzzles, featuring over 70 meticulously crafted pixel art backgrounds that bring Arkham’s eerie atmosphere to life. Inspired by the works of H.P. Lovecraft, the narrative includes encounters with iconic characters such as Herbert West, Keziah Mason, Doctor Carl Hill, and Henry Armitage.​

    The Dark Rites of Arkham is slated for release in 2026 and will be available for PC via Steam.

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    Professor Layton and The New World of Steam potvrđen je i za Nintendo Switch 2 https://www.indie-games.eu/en/professor-layton-and-the-new-world-of-steam-confirmed-to-launch-on-nintendo-switch-2/ https://www.indie-games.eu/en/professor-layton-and-the-new-world-of-steam-confirmed-to-launch-on-nintendo-switch-2/#respond Thu, 03 Apr 2025 20:11:26 +0000 https://www.indie-games.eu/?p=23328 The game is set one year after the events of Professor Layton and the Unwound Future.

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    Professor Layton and The New World of Steam is an upcoming puzzle-adventure game developed and published by Level-5, set to launch on the Nintendo Switch 2 in 2025, alongside its release on the original Nintendo Switch. As the eighth mainline entry in the Professor Layton series and a direct sequel to Professor Layton and the Unwound Future, it marks the return of the iconic puzzle-solving archaeologist Hershel Layton and his apprentice Luke Triton.

    The game was first announced during a Nintendo Direct two years ago, exclusively for the Nintendo Switch, with a brief teaser showing Layton walking through an industrial steampunk setting. However, The Nintendo Direct on April 2, which unveiled the Nintendo Switch 2, explicitly confirmed that Professor Layton and The New World of Steam would launch on both the Switch and Switch 2 in 2025.

    Set one year after Professor Layton and the Unwound Future (2010), the game follows Layton and Luke in Steam Bison, a fictional American city powered by advanced steam-engine technology that outstrips London’s industrial prowess. Luke, now known as “Detective Luke” for solving local mysteries, invites Layton to investigate a mysterious incident. This marks their reunion after Luke’s departure in the original trilogy’s epilogue.

    New World of Steam retains the series’ signature blend of point-and-click adventure and puzzle-solving. You explore environments, interact with characters, and solve over 100 riddles, ranging from mathematical and logical challenges to observation-based brainteasers. The game transitions from the 2D animated cutscenes of the DS era to a 3D chibi-style presentation, with Layton and Luke positioned at the screen’s bottom during exploration.

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    Elroy and the Aliens nezaobilazna je avantura za ljubitelje klasičnih point-and-click igara https://www.indie-games.eu/en/elroy-and-the-aliens-is-a-must-play-for-fans-of-classic-point-and-click-adventures/ https://www.indie-games.eu/en/elroy-and-the-aliens-is-a-must-play-for-fans-of-classic-point-and-click-adventures/#respond Thu, 03 Apr 2025 19:50:00 +0000 https://www.indie-games.eu/?p=23298 You play as Elroy Deluna, a resourceful rocket engineer, and as plucky reporter Peggie Wolfe.

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    Elroy and the Aliens is a fun, old-school point-and-click adventure game, which was made by Slovenian indie studio Motiviti, and released on Steam on April 2. The game is hand-drawn and feels like a classic, similar to beloved games like Day of the Tentacle or Space Quest. If you enjoy these kinds of games, you’ll love this one.

    Elroy and the Aliens takes place in an alternate 1993. You play as Elroy Deluna, a clever rocket engineer who loves fixing things, and Peggie Wolfe, a bold reporter who craves excitement. The story starts in the small town of Slope City, where Elroy’s rocket test fails, crashing into his apartment and revealing a strange device. The device shows a hologram hinting that Elroy’s father, a famous archaeologist who disappeared 18 years ago, might still be alive.

    What starts as a search for the truth turns into a wild space adventure. You’ll explore two planets, visit 60 different places, and meet over 60 characters, all with full voice acting, including some funny alien. The game asks a simple but powerful question: How far would you go to save someone you love? Motiviti mixes this emotional story with humor, ancient secrets, and fun pop-culture references. You’ll switch between playing as Elroy and Peggie. Together, they uncover a huge space mystery linked to the strange Haani Pentagon, mixing sci-fi adventure with a cool ‘90s feel.

    The gameplay sticks to classic point-and-click style, and that’s a good thing. You’ll explore colorful hand-drawn locations, collect items, and combine them to solve puzzles. Some puzzles are easy, while others will really make you think, but they’re always fair. One of the best challenges involves figuring out an alien language, it’s tough but fun, and doesn’t drag on too long. If you get stuck, just click on objects to hear helpful comments from Elroy or Peggie. There’s even an optional highlight feature that shows clickable areas, so you’ll never waste time searching for hidden spots.

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    Zombie point-and-click avantura Long Gone dobila je novi trailer https://www.indie-games.eu/en/zombie-point-and-click-adventure-long-gone-shares-new-trailer/ https://www.indie-games.eu/en/zombie-point-and-click-adventure-long-gone-shares-new-trailer/#respond Tue, 01 Apr 2025 17:30:44 +0000 https://www.indie-games.eu/?p=23206 The game takes place decades after an unknown disaster that left the world in ruins.

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    Long Gone is an upcoming indie video game developed by Hillfort Games, a small studio led by solo developer Vin Hillfort. Announced in 2022, it’s a 3D pixel-art adventure game with a post-apocalyptic setting, blending retro aesthetics with modern gameplay twists. Channeling the spirit of ’90s adventure games, this heartfelt homage is coming soon to Steam.

    Long Gone is set decades after an unspecified outbreak that has left the world in ruins. You take on the role of a survivor stranded in an overgrown, decaying suburban neighborhood frozen in time. The environment itself is framed as the “main character,” with the belongings of its long-departed residents telling a story of lives interrupted.

    Additionally, The game opposes a stark, post-apocalyptic backdrop with a lighthearted tone and dark comedy, punctuated by the presence of zombies shuffling through the streets. Unlike survival-focused titles, Long Gone emphasizes exploration and narrative over combat, with zombies posing more as environmental puzzles than direct threats.

    Long Gone is a point-and-click adventure where you explore fully interactive 3D houses and 2.5D streets, rummaging through drawers, cupboards, and boxes to uncover items and secrets. Overgrown streets require platforming skills to navigate, with puzzles integrated into the environment.

    A robust inventory management system lets you collect, combine, drop, or hoard items, encouraging experimentation to progress through the story and solve challenges. The focus is on piecing together the lives of the neighborhood’s former inhabitants through their forgotten possessions, creating an emotional, story-rich experience.

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    Mračna pikselna avantura Vlad Circus: Curse of Asmodeus izlazi nekada ove godine https://www.indie-games.eu/en/vlad-circus-curse-of-asmodeus-launches-this-year/ https://www.indie-games.eu/en/vlad-circus-curse-of-asmodeus-launches-this-year/#respond Mon, 31 Mar 2025 19:25:13 +0000 https://www.indie-games.eu/?p=23163 The game's plot follows Josef Petrescu, Vlad's brother from the previous installment of the series.

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    Indie studio Indiesruption, known for horror adventures Nine Witches and Vlad Circus: Descend into Madness, has announced the continuation of its dark saga with Vlad Circus: Curse of Asmodeus. The game is set to launch in 2025 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, and PC via Steam, Epic Games Store, and GOG.

    The story follows Josef Petrescu, Vlad’s brother from the previous installment, as he struggles with his deepest fears and tries to uncover the dark secrets of a haunted circus performance. The combination of pixel-art visuals and psychological horror creates a disturbing atmosphere filled with intriguing puzzles.

    As hinted by Diego Cánepa, lead designer at Indiesruption, the game features a complex narrative with interwoven timelines and locations that reveal new clues. By interacting with the environment and solving puzzles, players will uncover the increasingly dark secrets of Josef Petrescu and his connection to the demonic entity Asmodeus.

    The Vlad Circus series has already gained a reputation for its unique blend of point-and-click mechanics and horror storytelling, and this sequel promises to delve deeper into psychological themes while delivering even more striking visual horror elements.

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    Indie studio Hellion Red najavio svoju debitantsku igru Agent of Veil https://www.indie-games.eu/en/studio-hellion-red-announced-their-debut-game-agent-of-veil/ https://www.indie-games.eu/en/studio-hellion-red-announced-their-debut-game-agent-of-veil/#respond Wed, 26 Mar 2025 16:04:01 +0000 https://www.indie-games.eu/?p=22800 Can you pass a job interview at a spy agency?

    The post Indie Studio Hellion Red Announced Their Debut Game Agent of Veil first appeared on IndieGames.

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    Hellion Red announced that their first game, Agent of Veil, is coming soon to Steam. Althoguh there is no release date yet, you can already add this cozy puzzle adventure title to your wishlist.

    The world of Agent of Veil is filled with secrets, puzzles, puns, and a suspicious number of hidden compartments. Puzzle your way into the covert world of espionage as a potential recruit for the elusive VEIL agency, where you must pass an unconventional spy interview, solve puzzles, answer quirky questions and uncover hidden agency secrets. Gather clues, decode mysterious messages and navigate a world where every solved puzzle brings you closer to the truth.

    While your new office is the place where you’ll begin to uncover the agency’s secrets, it is also a place full of intriguing mysteries of its own. Encrypted documents, secret rooms, and coded messages are just the tip of the iceberg. You’ll also learn about fellow agents and get a taste of the drama that comes with the high-pressure world of espionage.

    The post Indie Studio Hellion Red Announced Their Debut Game Agent of Veil first appeared on IndieGames.

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