Anime - IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 08:50:42 +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 Anime - IndieGames https://www.indie-games.eu/en 32 32 AstralShift Reveals More About Hell Maiden, Project Which Combines Anime and Vampire Survivors Gameplay https://www.indie-games.eu/en/hell-maiden-touhou-meets-vampire-survivors-interview/ https://www.indie-games.eu/en/hell-maiden-touhou-meets-vampire-survivors-interview/#respond Tue, 24 Jun 2025 22:17:22 +0000 https://www.indie-games.eu/?p=26610 Astral Shift is usually known for their horror RPGs and has even worked with Square Enix.

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IndieGames had the opportunity to interview AstralShift, the studio behind Pocket Mirror ~ GoldenerTraum and Little Goody Two Shoes. However, instead of diving deeper into these games, our interview focused on their new rougelite title, Hell Maiden. AstralShift is usually known for their horror RPGs and has even worked with Square Enix.

Surprisingly, Hell Maiden marks a massive shift for the team. They’re taking the famous setting from Dante Alighieri’s Divine Comedy to create a horde survival rougelite deck-builder. It will be interesting to see how the team approaches this new genre. This is where we asked them about the game’s features, its tarot-inspired card system, when to expect the first demo, and if their iconic anime graphics will still be present.

In Hell Maiden, you play as Dante who inexplicably finds herself back in Hell after already reaching Paradiso, her memories completely wiped. Determined to claw her way back to Heaven and uncover the truth, she’s joined by the wise Roman poet Virgil and the saintly Beatrice. Your journey takes you through the nine Circles of Hell, where you’ll face swarms of fiends and bosses. You’ll build your arsenal by collecting, stacking, and merging tarot-inspired cards.

The game is set to release on PC via Steam with no current date, and the developers describe it as “Touhou meets Vampire Survivors”.

Hell Maiden is described as an original retelling to Dante Alighieri’s Divine Comedy. What inspired you to reimagine this classic work as a horde survival deck-building game with an anime-inspired twist?

The idea was initially proposed by our creative director, Kira (António Lopes), based on his own original character designs for two of the main characters of Dante’s Divine Comedy — Dante and Beatrice. This spontaneous character design exercise was what kicked everything off and led to the creation of Hell Maiden.

As fans of the horde survival genre and games such as Vampire Survivors and Halls of Torment, we decided to pair it with another much beloved genre among our team members, deck-building, to create an unlikely combination of mechanics that work surprisingly well together.

Anime being an integral part of our artistic expression, we couldn’t pass up the opportunity to reimagine Dante’s Divine Comedy with an all-female cast, which lines up perfectly with our studio’s previous titles. More than a retelling, Hell Maiden is mainly a sequel that picks up from where the original poem left off.

Your previous titles Pocket Mirror and Little Goody Two Shoes leaned heavily into horror and narrative-driven RPGs. What motivated the shift to a more action-packed genre?

The team had been itching to explore other genres that involved more action and fast-paced gameplay ever since the development of our previous title, Little Goody Two Shoes. While we’ll forever love the horror RPG genre and would be happy to revisit it in the future, we consider it’s the right time to expand our horizons and explore other genres, ideas and possibilities for our small studio. Personal taste and creative vision weren’t the only factors going into Hell Maiden’s creation and genre choice.

As an independent game development company, we feel ready to explore not only different creative avenues, but especially the possibility of self-publishing. After Little Goody Two Shoes, we decided to aim for a project that makes the most of our in-house strengths, skills and abilities in order to develop a game that’s more in line with what we can accomplish independently at this point in time.

Dante is portrayed as a female character who has lost her memories and is back in Hell after reaching Paradiso. What can you tell us about her character?

Hell Maiden’s Dante is rather different from the original poem’s protagonist: from her motivations to her circumstances. Contrary to the original Dante, our protagonist isn’t solely motivated by the prospect of meeting her beloved, Beatrice, in Paradiso and instead is moved by a strong sense of justice and determination to get to the bottom of why she was cast out of Heaven.

While the original poem’s protagonist personality encapsulates common and universal traits, our Dante is unreasonably determined, passionate and incredibly willful. She isn’t easily swayed by her emotions, nor is she intimidated by her opponents — no matter how tough. The one trait she does have in common with the original Dante, however, is her prideful nature.

The game features a cast of characters like Virgil, Beatrice, and the Poets of Limbo. How did you decide which figures from Divine Comedy and history to include?

Virgil and Beatrice are integral characters of the original poem and we couldn’t go without including them in our main cast. All other characters, however, were directly mentioned by Dante.

Right at the beginning of Inferno, Dante lists a series of virtuous poets, polymaths and philosophers (among others) from antiquity whom he admires. Virgil, Ovid, Homer, Lucan and Horace are among the most virtuous of all which made our decision to include them as the five main Poets of Limbo rather straightforward.

While Dante’s list is quite extensive, we’re taking our own liberties and including others with similar characteristics to the canonically included historical figures as well. The same doesn’t apply to the antagonists, however, as they’re all canonical residents of Hell.

The graphics feature that unique anime style you showcased in Little Goody Two Shoes. Do you now consider this your signature style, or is it simply a style you’re comfortable working with?

Our visual identity is very much intentional and unique to our studio — more specifically to our creative director, Kira, whose personal style in illustration and design shapes our games’ visuals. In that sense, it is very much our signature style although we collaborate with different artists for our games and often enjoy working with mixed media elements as well.

We’ve been experimenting with 3D as of recently, so there’s still plenty of room to experiment with and explore our signature style!

What’s the current state of the game, when can we expect its release, and when might the demo be available?

While we don’t have a release date yet, we’re currently working hard on a demo version of Hell Maiden which we’re hoping to release soon. In a general sense, the game is still in early development, but we’ll be keeping everyone updated with our every move!

Moving onto the gameplay, can you walk us through the process of designing the tarot-inspired card system? How do Spirit Cards, Weapon Cards, and Mod Cards work together?

Hell Maiden’s card system is meant to provide players with unique skills throughout each run. There are two types of Spirit Cards — Weapon and Mod Cards.

Weapon Cards empower players with unique skills and abilities. For example, Dante’s signature Weapon Card, “Blazing Quill’, unleashes a close ranged attack upon players’ targeted enemies. Other Weapon Cards include different abilities such as periodically summoned lightning bolts and spikes, energy spheres that surround Dante’s character sprite and damage surrounding enemies, projectiles, among others.

In order to enhance the chosen Weapon Cards, players will be able to equip them with Mod Cards which, as the name suggests, modify that weapon’s attacks — from increasing attack speed, damage and area, to imbuing them with status effects such as poison, burn, slow, etc.

We’re also developing other ways players can influence and diversify their runs with meta-progression mechanics, Spirit Cards you can acquire after defeating certain bosses, a perk system and more! We believe Hell Maiden’s deck-building will be exciting for players to tinker with and explore.

The Poets of Limbo, like Homer and Ovid, provide Blessings and Signature Weapons. What do these characters bring to the gameplay?

In one word — complexity. All Poets of Limbo have their own Signature Weapons which are unique to them. These open up a myriad of possibilities throughout each run by allowing players to experiment and tinker with different card combinations. The same applies to their Blessings which are character-themed card pools which offer Mod Cards that are unique to each Poet.

As such, players will be able to mix and match Weapon and Mod Cards from various different pools to create truly unique combinations. The more Poets players rescue from the depths of Hell, the more cards they’ll have at their disposal!

Do you plan to make Hell Maiden highly replayable to keep players returning, and since it’s releasing in Early Access, how often do you intend to update it?

Yes, we’re focusing a lot on replayability and making sure the game remains fun throughout with new cards, features and characters to unlock!

This also applies to the narrative’s progression — from side quests that further expand on the lore, to new interactions with the Poets of Limbo after each run and even new dialogue every time players revisit bosses they’ve already defeated.

Our plan for Early Access is to update the game regularly and keep a close relationship with our community to make sure we’re maintaining a good pace while simultaneously addressing players’ concerns, bug reports and suggestions. At this point in time, we cannot say how often we’ll be making updates, but we’ll most definitely keep everyone updated!

Is there a unique mechanic you’d like to highlight, something you’re particularly proud of?

Just like all our other titles, Hell Maiden is very near and dear to our hearts.

One of our flagship features for the game is its deck-building elements which bring a new and fresh take into the horde survival genre. We’ve been having a ton of fun playing around with the different combinations of attacks, buffs and enhancements this system allows for. It’s a really magical experience when the game you’re making turns out to be genuinely fun and compelling!

The addition of a complex and gripping narrative is also one of Hell Maiden’s unique features we’re most proud of as it’s something we haven’t seen being done before in the genre.

Dante’s Divine Comedy is the perfect fit for something like this and we’ve been having a lot of fun deconstructing and redesigning its narrative into something that’s playful and lighthearted while also retaining all the passion, earnestness and sincerity we’ve weaved into our previous titles’ storylines. All in all, we’re very excited about Hell Maiden as it’s allowing us to explore new possibilities while still retaining 100% of our identity, self expression and signature style.

Why did you decide to go with Early Access? What can you tell us about bosses and enemies we’lll face in the game?

There are two main reasons why we think Early Access is the right choice for Hell Maiden.

Having worked alongside publishers for previous two titles, we’ve reached a stage in which we feel ready to follow our own path and release a game independently. As such, our fans’ support is now more essential than ever as we’re relying solely on our growing community to take AstralShift further.

In that same vein, working alongside our community is priceless to us and Early Access allows us to do just that by involving players in the development process to a certain extent. As independent developers we’ll be able to freely take in and implement feedback from fans and keep a closer relationship with everyone on our own terms.

As for the opponents you’ll fight throughout the game all we can say is that we hope you’re good at bullet hell games!

What’s your view on the gaming industry overall? Are you seeking a publisher for Hell Maiden, or will you self-publish it?

Our goal is to self-publish Hell Maiden for both the sake of independence and autonomy, but also for financial reasons.

Game development was never easy, but it has recently become even tougher to stand out even when we do our best every day and we’re very glad that AstralShift’s charm continues to reach so many people even in today’s climate.

Now more than ever we need our fans’ support to be able to further grow our studio and continue to deliver what’s expected from us and what we love doing the most — creating immersive, visually stunning and narrative-driven gaming experiences!

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The Seven Deadly Sins: Origin dobio je novi trailer i potvrdio izlazak za PC i PlayStation 5 uz mobitele https://www.indie-games.eu/en/the-seven-deadly-sins-origin-revealed-new-trailer-and-confirms-release-for-pc-playstation-5-and-mobiles/ https://www.indie-games.eu/en/the-seven-deadly-sins-origin-revealed-new-trailer-and-confirms-release-for-pc-playstation-5-and-mobiles/#respond Sat, 07 Jun 2025 17:25:27 +0000 https://www.indie-games.eu/?p=26090 The new trailer showed gorgeous visuals and dynamic gameplay, inviting you to dive into the multiverse of Britannia.

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A new chapter in the popular Seven Deadly Sins saga, titled The Seven Deadly Sins: Origin, was revealed at Summer Game Fest 2025. This free-to-play open-world action RPG, developed by Netmarble, is set to launch later this year on PlayStation 5, PC via Steam, iOS, and Android. The new trailer showcased stunning visuals and dynamic gameplay, inviting players to dive into the multiverse of Britannia.

Set in the iconic universe of Nakaba Suzuki’s manga, which has sold over 55 million copies, The Seven Deadly Sins: Origin introduces Prince Tristan of Liones, a new protagonist and son of Meliodas and Elizabeth. The story unfolds in a Britannia thrown into chaos by a mysterious collision of time and space, with your task being to restore order. Alongside Tristan, beloved characters like Meliodas, Diane, and Ban return, joined by new heroes exclusive to this game.

The open world of Britannia is a visual treat, featuring vast landscapes, hidden dungeons, and explorable lakes. You’ll encounter fast-paced combat using three types of weapons and unique “Tag Skills” that trigger special moves when switching characters. Beyond combat, the game offers peaceful activities like fishing, cooking, and crafting gear. Exploration is key, with mechanics like climbing, swimming, and sailing, which somewhat echo Genshin Impact.

Designed as a follow-up to the successful The Seven Deadly Sins: Grand Cross, Origin shifts from turn-based combat to real-time action, offering greater freedom. Netmarble’s CEO Kwon Young-sik emphasized that the goal is to fully capture the Seven Deadly Sins universe.

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Our Official Magnificon Expo 2025 Spring Edition Gallery https://www.indie-games.eu/en/our-official-magnificon-expo-2025-spring-edition-gallery/ https://www.indie-games.eu/en/our-official-magnificon-expo-2025-spring-edition-gallery/#respond Mon, 02 Jun 2025 22:42:01 +0000 https://www.indie-games.eu/?p=25858 We've prepared a new gallery and video for you to revisit the event.

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The Magnificon Expo 2025 Spring Edition was truly memorable! We’ve prepared a new gallery and video for you to revisit the event. And for those who missed it, or just want more, a winter edition is coming soon. If you’re curious about what happened on other days, you can check out all our previous coverage here. We hope to see many of you at the next edition.

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Magnificon Expo 2025 Spring Edition – Our Day Two Experience https://www.indie-games.eu/en/magnificon-expo-2025-spring-edition-our-day-two-experience/ https://www.indie-games.eu/en/magnificon-expo-2025-spring-edition-our-day-two-experience/#respond Thu, 29 May 2025 10:57:22 +0000 https://www.indie-games.eu/?p=25610 Here's, as usual, our photo gallery and video to spark your interest if you'd be interested attending something like this yourself.

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We’re a bit late posting about day two (apologies, it’s been a very busy week), but we’re excited to share our full experience from Day Two at Magnificon Expo 2025 Spring Edition. Day Two had more lively concerts, a great selection of games to play, and halls filled with more attendees than Day One. The standout for many was the anime cosplay performances that brought favorite characters to life. Here’s, as usual, our photo gallery and video to spark your interest if you’d be interested attending something like this yourself.

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Magnificon Expo 2025 Spring Edition – Our Day One Experience https://www.indie-games.eu/en/magnificon-expo-2025-spring-edition-our-day-one-experience/ https://www.indie-games.eu/en/magnificon-expo-2025-spring-edition-our-day-one-experience/#respond Mon, 26 May 2025 18:56:19 +0000 https://www.indie-games.eu/?p=25463 Here are our day one experiences, complete with our photo gallery and video.

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It’s been quite a month for IndieGames, going from one event to the other. We really enjoyed the Winter edition of Magnificon Expo last year, so we just couldn’t miss the spring edition either. Magnificon Expo 2025 was so much fun, there were tons of games to play, lots of concerts to attend, and a whole lot of cool things to buy. So, here are our day one experiences, complete with our photo gallery and video.

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Będziemy obecni na Magnificon Expo 2025! https://www.indie-games.eu/en/bedziemy-obecni-na-magnificon-expo-2025/ https://www.indie-games.eu/en/bedziemy-obecni-na-magnificon-expo-2025/#respond Thu, 22 May 2025 12:59:41 +0000 https://www.indie-games.eu/?p=25256 Redakcja IndieGames weźmie udział w konwencie Magnificon Expo 2025 w Krakowie.

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Z przyjemnością ogłaszamy, że redakcja IndieGames weźmie udział w konwencie Magnificon Expo 2025, który odbędzie się w Krakowie w dniach 23-25 maja. To cykliczne wydarzenie od ponad 20 lat zrzesza entuzjastów japońskiej popkultury, w tym fanów anime, gier planszowych, mangi, muzyki oraz, oczywiście, gier wideo. Fani z całej Polski, a także goście z zagranicy, przybędą do dawnej stolicy Polski, by przeżyć weekend pełen paneli dyskusyjnych, warsztatów, konkursów, a nawet doświadczeń kulinarnych.

Celem Magnificon Expo jest nie tylko promocja japońskich tradycji, trendów i dzieł sztuki, ale również kształtowanie polskiej sceny kulturalnej. Gry wideo nie stanowią wprawdzie głównego motywu tego wydarzenia, jednakże pomimo tego festiwal oferuje unikalne spojrzenie na świat gier dzięki konferencjom i panelom dyskusyjnym dotyczącym konkretnych tytułów i serii, kontekstów kulturowych danych gier oraz szeroko rozumianego przemysłu gier wideo.

Jak zwykle, uczestnicy będą mogli odwiedzić strefy tematyczne poświęcone różnym grom wideo. Nie zabraknie CFA Gaming Zone ze świeżutkimi premierami od Xboxa (DOOM: The Dark Ages, South of Midnight, Avowed), przekąskami Slayer Bites oraz możliwością zrobienia sobie zdjęcia z Duchess z Elden Ring: Nightreign. Będzie również strefa grupy Projekt Genshin, inicjatywy zrzeszającej fanów tego RPG. W ramach tej sekcji zostanie odtworzona wioska z gry, w której będzie można znaleźć charakterystyczne przedmioty, różne zadania, a także znane graczom lokacje. Ponadto, na wydarzenie przygotowana będzie również przestrzeń wypełniona różnymi grami rytmicznymi, tak aby odwiedzający mogli wybrać coś dla siebie spośród szerokiego wachlarza gatunków.

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Dolazimo na Magnificon Expo 2025 u Poljsku https://www.indie-games.eu/en/indiegames-is-heading-to-magnificon-expo-2025/ https://www.indie-games.eu/en/indiegames-is-heading-to-magnificon-expo-2025/#respond Thu, 22 May 2025 12:57:16 +0000 https://www.indie-games.eu/?p=25249 As usual, during the event visitors can visit thematic zones dedicated to different types of games.

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We’re happy to announce that IndieGames will take part in Magnificon Expo 2025 convention, which will be held in Krakow on 23-25 May. This periodic festival for over 20 years has been bringing together enthusiasts of Japanese pop culture, including anime, board games, manga, music and, of course, video games. Fans from all over Poland, as well as foreign guests, are heading to the former polish capital to experience a weekend full of panel discussions, workshops, contests and even some culinary activities.

The goal of Magnificon Expo is not only to promote Japanese traditions, trends and works of art, but also to shape Polish cultural scene in general. While video games are not the main focus in that case, the festival still offers an unique insight into the world of gaming with conferences and panel discussions concerning specific titles and franchises, cultural context of those games and also gaming industry in general.

As usual, during this event participants can also attend theme zones dedicated to different kinds of games. There will be a CFA Gaming Zone with fresh Xbox premieres (DOOM: The Dark Ages, South of Midnight, Avowed), Slayer Bites snacks and photo op with Duchess from Elden Ring: Nightreign. Another attraction will be run by Project Genshin, an initiative that brings together fans of the titular open-world RPG. For this section, they’ll create a real life Genshin village full of characteristic objects, different quests and locations straight from the game. Moreover, there also will be an area filled with rhythm games of all sorts, so that visitors can choose between various kinds of genres.

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[PREVIEW] Wander Stars – Anime inspiriran RPG na poteze https://www.indie-games.eu/en/wander-stars-anime-inspired-turn-based-rpg-preview/ https://www.indie-games.eu/en/wander-stars-anime-inspired-turn-based-rpg-preview/#respond Wed, 30 Apr 2025 16:28:53 +0000 https://www.indie-games.eu/?p=24297 It's been a while since we've had an indie anime game inspired by classics like Dragon Ball Z and Cowboy Bebop.

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It’s been a while since we’ve had an indie anime game inspired by classics like Dragon Ball Z and Cowboy Bebop, and Wander Stars nails this blend perfectly. This turn-based RPG with roguelite elements is set in a vibrant sci-fi universe, following Ringo, a young martial artist seeking her lost brother, and Wolfe, a cynical rogue escaping his past, as they join forces to gather pieces of the legendary Wanderstar Map.

Ten Anime Episodes You Actually Play

Wander Stars plays out over 10 episodic chapters, each 60-90 minutes long, featuring a unique word combat system, in other words, you craft custom attacks by combining words, like “SUPER AWESOME FIRE KICK,” to target enemy weaknesses. Additionally, there are multiple randomized maps to explore, diverse characters to meet, and choices that shape your journey, with replayable episodes unlocking new paths, side quests, and events. With 200 collectible words and Pep Up bonuses earned from honorable wins, Wander Stars delivers a dynamic, story-driven experience that will hook you instantly.

It’s tough to pinpoint what makes Wander Stars shine most. Is it the simple word management system, letting you choose words and elements to craft attacks? Or the beautifully polished, animated characters? Maybe it’s the many combinations and options that make gameplay so fun. There’s so much to explore in this game. The roguelike structure can feel slightly punishing and repetitive, as you often face the same characters, but they offer rewards in return. Choosing to make honorable peace instead of fighting unlocks special Pep Up passive abilities, which can be a big help on your journey.

The demo and beta offer plenty of content to start, leaving you eager for more. They introduce the first few chapters, letting you meet key characters before exploring the combat system, which gives a good idea on what to expect once the full version of the game comes out.

Unique Word-Combination Combat System

I loved experimenting with the word combinations, and everything is clearly explained, so you’re never left guessing about damage output. Being tactical is crucial, as you need to carefully choose attacks and elements effective against each enemy, since they can resist or be immune to certain moves. The system uses Spirit Points (SP), where higher spirit levels unlock more word slots for crafting complex attacks.

Outside of combat, Wander Stars uses a top-down map exploration system similar to Mario Party, where you navigate randomized maps and encounter battles, NPCs, events, or treasures. It’s tricky to pin down how these work, some moments feel scripted, while others are clearly random. Dialogue and narrative provide a nice break from combat, with each character bringing unique traits that make them distinct and valuable.

Ringo’s heartfelt search for her brother and Wolfe’s shadowy past, linked to figures like the space pirate Ax, create a good story. The dynamic between Ringo’s optimism and Wolfe’s sarcasm, make their partnership feel “alive and believable.” Delivered in a visual novel style with anime-inspired cutscenes, the narrative is enriched by supporting characters like witches and talking crows, adding charm and depth. The Wanderstar Map acts as a central MacGuffin, with hints of its galaxy-wide importance.

Wander Stars has a ton to offer

The game has some issues, mainly with a cluttered UI. The move selection screen could be larger, and scrolling through items and words in the inventory is slow and glitchy. Text speed feels sluggish, adding an option to speed it up would help, especially for fast readers. Move cooldowns can also feel unfair at times, making some battles overly tough.

Despite those issues, Wander Stars has a ton to offer. It’s a bold, creative RPG that captures the ‘90s anime vibe with its unique word-based combat, colorful art, and episodic storytelling. For fans of anime, JRPGs, and roguelites, it’s a must-watch, and the demo is a great way to experience its charm firsthand.

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The Hundred Line: Last Defense Academy dosegnuo je broj od 10.000 istovremenih igrača na Steamu https://www.indie-games.eu/en/the-hundred-line-last-defense-academy-peaks-at-10k-concurrent-players/ https://www.indie-games.eu/en/the-hundred-line-last-defense-academy-peaks-at-10k-concurrent-players/#respond Mon, 28 Apr 2025 10:55:02 +0000 https://www.indie-games.eu/?p=24190 This game was developed by industry veterans Kazutaka Kodaka and Kotaro Uchikoshi, known for Danganronpa and Zero Escape.

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The Hundred Line: Last Defense Academy, a narrative-driven tactical RPG from Too Kyo Games, has made a strong debut since its release on April 24 for Nintendo Switch and PC. Developed by industry veterans Kazutaka Kodaka and Kotaro Uchikoshi, known for Danganronpa and Zero Escape, the game has earned praise and achieved a significant milestone on Steam, peaking at 10,026 concurrent players.

Set in the dystopian Tokyo Residential Complex, The Hundred Line: Last Defense Academy follows Takumi Sumino, an ordinary teenager thrust into chaos when monstrous “School Invaders” attack his city. Guided by a mysterious mascot named Sirei, Takumi and 14 other students are enrolled in the Last Defense Academy, tasked with defending the school for 100 days. The game blends visual novel storytelling with turn-based tactical RPG combat, offering 100 unique endings shaped by player choices.

Its anime-inspired art by Rui Komatsuzaki, atmospheric music by Masafumi Takada, and a mix of dark humor, psychological horror, and sci-fi conspiracy have drawn comparisons to Kodaka and Uchikoshi’s earlier works. The narrative’s depth, with branching routes spanning genres like mystery, romance, and occult, has captivated players seeking a complex, replayable experience.

The Hundred Line: Last Defense Academy peak of 10,026 concurrent players on Steam, per SteamDB, is a strong milestone. It surpasses previous highs for Kodaka and Uchikoshi’s Steam titles, like Danganronpa V3: Killing Harmony (4,691) and Master Detective Archives: RAIN CODE Plus (527). Only Tribe Nine, a free-to-play game from Too Kyo Games, is close with 9,680 players, but The Hundred Line’s paid success stands out.

The game’s success is a big win for Too Kyo Games, a studio that bet everything on this project. In a December 2024 Noisy Pixel interview, Kodaka admitted the team was ready to “go bankrupt and retire” if The Hundred Line failed, a concern repeated in March 2025 posts about the studio’s financial risks. Developed over six years with loan funding, the game was a major gamble, featuring Uchikoshi’s 99 branching endings alongside Kodaka’s main “true route.”

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Parkour i akcijska igra MOTORSLICE izlazi krajem 2025. na Steamu https://www.indie-games.eu/en/parkour-and-action-game-motorslice-releases-late-2025-on-steam/ https://www.indie-games.eu/en/parkour-and-action-game-motorslice-releases-late-2025-on-steam/#respond Fri, 25 Apr 2025 21:00:00 +0000 https://www.indie-games.eu/?p=23993 This game promises a unique combination of fluid movement, brutal combat, and a minimalist story.

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Top Hat Studios and developer Regular Studio have announced that MOTORSLICE, a parkour-infused action-adventure game with slice-of-life elements, will launch on PC via Steam in late 2025 to early 2026. Drawing inspiration from the Prince of Persia series, the game promises a unique blend of fluid movement, brutal combat, and a minimalist story set in a striking world.

In MOTORSLICE, you control “P,” a girl tasked with a routine job: enter an abandoned megastructure, eliminate rogue machines, and leave. But upon arrival, she encounters a menacing, colossal machine, revealing that this mission is far from ordinary. The game unfolds in liminal, brutalist landscapes, where you use parkour skills like climbing, running, and sliding to navigate vast environments.

You will also face epic boss battles against massive machines, scaling them in various encounters. The game’s challenges extend beyond combat, incorporating physics-based puzzles that require creative problem-solving. Its gorgeous pixelated low-poly visuals create an atmospheric, minimalist world, while the slice-of-life narrative grounds the adventure in P’s personal journey through the megastructure’s mysteries.

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