- IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 11:45:56 +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 - IndieGames https://www.indie-games.eu/en 32 32 April Grove stigao je na Steam, ne propustite ovaj dragulj od 3 eura https://www.indie-games.eu/en/get-the-cozy-game-april-grove-on-steam-for-just-3/ https://www.indie-games.eu/en/get-the-cozy-game-april-grove-on-steam-for-just-3/#respond Tue, 24 Jun 2025 09:25:41 +0000 https://www.indie-games.eu/?p=26620 In April Grove, you play as a forester in a serene, enchanted forest.

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On June 23, 2025, April Grove quietly launched on Steam. For just €3, this cozy title from Colorgrave lets you enter a pixelated forest and relax meditatively through gameplay. If you’re a fan of relaxing, self-paced adventures like Stardew Valley or A Short Hike, here’s why you should dive into this mystical woodcutting experience.

April Grove casts you as a rookie forester in a serene, enchanted forest. Your task is to chop trees, gather logs, and uncover the secrets of a woodland community. This retro-inspired game blends life sim, exploration, and light RPG elements in a Game Boy Advance-style pixel-art world. With no enemies, timers, or pressure, it’s all about setting your own pace.

In this game, you’ll trade logs for gold, which you can spend on upgrades like better axes, necklaces, or food buffs that tweak your playstyle. Each swing earns XP, leveling your woodcutting skill to tackle bigger trees and unlock new forest areas. You can also choose a male or female character, customize your gear, and interact with animals for varied outcomes.

Here’s what Steam reviews are saying:

“A really chill experience and a surprisingly addictive gameplay loop.”

“For anyone that played the original Harvest Moon, this hits many of those same notes: relaxing, yet full of charm and surprising secrets.”

“An incredibly hard to put down game.”

“A very grindy and repetitive experience but pretty relaxing to turn the brain off and go through the motions.”

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Petodnevni festival strategija i simulacija TactiCon 2025 uskoro stiže na Steam https://www.indie-games.eu/en/tacticon-2025-brings-strategy-and-sims-to-steam-soon/ https://www.indie-games.eu/en/tacticon-2025-brings-strategy-and-sims-to-steam-soon/#respond Tue, 24 Jun 2025 08:28:33 +0000 https://www.indie-games.eu/?p=26622 Last year's event attracted over 2.3 million visitors.

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Hooded Horse and Firesquid Games have announced TactiCon 2025, their annual Steam-based digital convention for strategy, management, and simulation games. Running from July 17 to 21, 2025, this five-day event will feature new releases, exciting reveals, and deep discounts.

Firesquid Games will showcase their latest games, including the god game Reus 2, the medieval city-builder City Tales – Medieval Era, the narrative-driven Becoming Saint, and the alien-busting Xenopurge. Hooded Horse will feature new releases like the horror-tinged He is Coming and the recently launched Every Day We Fight, plus discounts on popular titles such as Manor Lords, 9 Kings, and Workers & Resources: Soviet Republic.

TactiCon 2025 will also feature new reveals. FireFly Studios will share details on Stronghold Crusader: Definitive Edition. Fulqrum Publishing will update us on New Arc Line, a steampunk RPG with strategic elements. Ex Sanguis, the next project from Othercide developer Lightbulb Crew, promises to blend dark visuals with tactical depth. Plus, an upcoming turn-based roguelite will debut on Steam, with details still under wraps.

Last year’s event drew over 2.3 million visitors and saw an average of 8,000 wishlists per game, with 107 titles featured.

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Mandrake je mješavina Mirthwooda i Perennial Ordera, ali prava simulacija poljoprivrede https://www.indie-games.eu/en/fantasy-farming-sim-mandrake-is-coming-to-steam-in-early-access/ https://www.indie-games.eu/en/fantasy-farming-sim-mandrake-is-coming-to-steam-in-early-access/#respond Mon, 23 Jun 2025 18:31:16 +0000 https://www.indie-games.eu/?p=26601 This title invites you to care for magical gardens and uncover the secrets of a small British village.

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Primal Seed has announced Mandrake, a cozy simulation RPG with a magical twist, launching in Early Access on PC via Steam. This title invites you to tend magical gardens, explore a folklore-rich world, and unravel the secrets of a small British village. It has that fantasy RPG vibe of Mirthwood mixed with Perennial Order’s strange creatures, but less grotesque.

You play as a sorcerer from a forbidden line of horticultural mages, returning to your family’s abandoned castle in Chandley village. Here, gardening isn’t ordinary: you’ll grow everyday plants like runner beans and turnips alongside mystical ones like thunder-calling taran. Your goal is to restore the castle’s tangled grounds by placing garden beds, decorations, and cozy spots, nurturing both mundane and magical plants from seed to harvest.

The game’s open world is alive with uncanny spirits and old powers in which you’ll also meet a cast of various villagers, each with their own stories. Evening activities include reading ancient books by candlelight, cooking new recipes, or drinking tea with the god in your chimney. However, the world follows the Covenant of the Hearth: lights go out at night, and the Mara, otherworldly beings, rule the darkness.

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[KOMENTAR] Dragi Konami, vrijeme je da vratite Yu-Gi-Oh! Tag Force serijal https://www.indie-games.eu/en/dear-konami-its-time-to-bring-back-the-yu-gi-oh-tag-force-series/ https://www.indie-games.eu/en/dear-konami-its-time-to-bring-back-the-yu-gi-oh-tag-force-series/#respond Mon, 23 Jun 2025 13:28:58 +0000 https://www.indie-games.eu/?p=26519 These are some of the most unique yet immersive games ever produced by Konami.

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I think now is the best time Konami brought back the Yu-Gi-Oh! Tag Force series. Recently, a huge wave of nostalgia hit me, so I fired up my PlayStation 2 and revisited the original Yu-Gi-Oh! Tag Force GX from 2006. Honestly, these are some of the most unique yet amazing games ever produced by Konami.

They’re essentially dating sims where, alongside collecting cards through RPG mechanics and earning money, you follow the anime’s original story and battle opponents across different worlds. It was a brilliant way to leverage everything players love while introducing them to the main characters and game rules.

Seven Great Games, But Where’s the Eighth?

After delivering seven mostly excellent games, Konami, for unknown reasons, shifted to producing lackluster titles. This decade, we got Yu-Gi-Oh! Master Duel, Yu-Gi-Oh! Cross Duel (which shut down quickly), Yu-Gi-Oh! Early Days Collection (bringing back some old games), and Yu-Gi-Oh! RUSH DUEL: Saikyo Battle Royale Let’s Go Go Rush for Nintendo Switch.

Despite the anime still running and introducing new ideas and worlds, we haven’t had a truly great Yu-Gi-Oh! game in nearly five years. It’s unclear why Konami stopped making quality games and focused solely on mobile titles. Beyond poor marketing and underdeveloped English versions, games weren’t always released for PC or consoles beyond Nintendo and PlayStation. Even then, priorities kept shifting, often catering exclusively to the Japanese market. It’s baffling how someone can hold a goldmine like this and fail to capitalize on it.

Maybe Yu-Gi-Oh! wasn’t as popular a decade ago, but today’s landscape is different. A quality release with a touch of nostalgia would sell well, given the franchise’s massive following. When will we see another Yu-Gi-Oh! GX: Tag Force 3 or Yu-Gi-Oh! 5D’s: Tag Force 5? Why not bundle individual collections for sale? Why not port to all consoles and PC, or release remasters or remakes, which are common today? So many questions, yet no answers.

It’s Time for a Modern Yu-Gi-Oh! Game

The main draw of the Yu-Gi-Oh! Tag Force games lies in their “Tag Force” mechanic, where you duel as a team rather than solo. While solo battles were possible, the heart of the game was partnering with characters like Jaden Yuki or Yusei Fudo for joint battles. Even if not everyone follows the latest anime, this is a perfect chance for Konami to reintroduce these characters. The games emphasized deck synergy, smart strategy, and featured impressive graphics for their time.

What made Tag Force stand out was its ability to bring the Yu-Gi-Oh! world to life. Beyond mastering complex dueling strategies, you could live as a duelist—attending classes, following the story, competing in tournaments, and feeling the thrill of opening booster packs to perfect your deck. These games deepened your understanding of Yu-Gi-Oh! card rules.

Imagine exploring an open-world Duel Academy or New Domino City on Nintendo Switch 2 or PlayStation 5, with stunning visuals and fully voiced cutscenes. Picture online co-op tag battles and cross-generational tournaments — endless possibilities. With modern gaming embracing cozy RPGs, simulation elements, and card-based tactics, now is the ideal time to revive the Tag Force series in a fresh, modern form.

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Novi kooperativni RPG Farever najavili su developeri Wartalesa i Northgarda https://www.indie-games.eu/en/new-co-op-rpg-farever-announced-by-wartales-and-northgard-devs/ https://www.indie-games.eu/en/new-co-op-rpg-farever-announced-by-wartales-and-northgard-devs/#respond Fri, 20 Jun 2025 11:53:54 +0000 https://www.indie-games.eu/?p=26515 You can assemble a team of friends to fight enemies, clear dungeons, and face dynamic events in the world.

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Shiro Games, the acclaimed developer behind Dune: Spice Wars, Wartales, and Northgard, has announced Farever, online cooperative action RPG which is set to launch on PC via Steam in 2025. Announced during the PC Gaming Show, this high-fantasy adventure invites you to dive into the untamed world of Siagarta.

Whether you play solo or with friends, Farever encourages cooperative play. You can assemble a party to tackle enemies, clear dungeons, and face dynamic world events like Rift Invasions, where hordes of foes test your teamwork. Content scales with group size and roles, ensuring balanced and engaging battles against bosses or invasions.

Farever’s combat is fast and highly customizable, launching with 10 character classes (four in Early Access) across tank, support, and DPS roles. With over 100 weapons, each tied to unique skills, you can create countless personalized builds.

The game also offers non-combat activities. You can take on jobs like blacksmithing or cooking, gathering rare resources across Siagarta to craft powerful gear, accessories, and unique weapons. Exploration is equally rewarding, with platforming challenges, environmental puzzles, and dangerous dungeons scattered across the world.

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Izgradite hodajuće tvrđave i borite se protiv divova u fantastičnom RPG-u Loya https://www.indie-games.eu/en/build-walking-fortresses-in-loya-to-fight-giants-in-a-vast-fantasy-rpg/ https://www.indie-games.eu/en/build-walking-fortresses-in-loya-to-fight-giants-in-a-vast-fantasy-rpg/#respond Fri, 20 Jun 2025 11:28:07 +0000 https://www.indie-games.eu/?p=26510 The open world of this game is filled with diverse biomes, each hiding caves, dungeons, and villages.

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Solo developer Joyen is launching Loya, an ambitious open-world survival RPG, into Early Access on PC via Steam in 2025, while an exact date isn’t confirmed yet. This unique multiplayer game invites you to explore a vast fantasy world, craft huge walking fortresses, and battle towering giant bosses to collect their cores.

You’re summoned to a mysterious world with a huge task: slay colossal giants to get their magical cores. To do this, you can build enormous mobile fortresses with cannons and defensive towers, turning them into walking or even flying war machines. These fortresses need energy cubes to run, which you craft from resources found across the land. Gathering these materials isn’t easy, as enemies fiercely guard them, forcing you into strategic fights to power your creations.

The open world of Loya is filled with diverse biomes each hiding caves, dungeons, and villages. You can take your time discovering secrets, fishing, cooking, or tackling quests with randomized rewards. Puzzles are woven into the environment, adding variety and challenging you to think creatively to unlock treasures or progress. For those who love companions, you can capture and mount pets to join your journey.

Loya offers four distinct classes, unlocked at an in-game altar, providing varied playstyles like melee, ranged, or magic. A crafting system with a forge and procedural items lets you create weapons, tools, and structures, while a gem system and talent tree add further customization depth. Additionally, multiplayer supports up to 25 players per server in co-op or private modes.

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Studio Camelia zatvorio svoja vrata godinu dana nakon što je putem Kickstartera prikupio 300.000 € za svoj JRPG projekt https://www.indie-games.eu/en/studio-camelia-closes-one-year-after-securing-300000-on-kickstarter/ https://www.indie-games.eu/en/studio-camelia-closes-one-year-after-securing-300000-on-kickstarter/#respond Tue, 17 Jun 2025 18:44:12 +0000 https://www.indie-games.eu/?p=26435 The studio informed backers that it could not secure additional funds to finish the game.

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French indie developer Studio Camelia has closed one year after raising €300,000 ($347,000) on Kickstarter for its turn-based JRPG, Alzara Radiant Echoes. On June 17, 2025, the studio informed backers it couldn’t secure additional funds to finish the game, citing the ongoing video game industry crisis. The backers also won’t recieve any refunds.

Founded in May 2022 by JRPG fans, Studio Camelia aimed to create Alzara Radiant Echoes, a 3D turn-based RPG inspired by Golden Sun and Final Fantasy X. Set in a Mediterranean-inspired fantasy archipelago, the game promised dynamic combat with hero-swapping and elemental magic combos, focusing on themes of camaraderie and unity. Led by industry veterans from Ghost Recon and Dead Cells, the studio funded half the project with personal savings, business angel support, bank loans, and Microsoft’s Developer Acceleration Program.

To cover remaining costs, Studio Camelia launched a Kickstarter campaign in 2024 with a €100,000 goal. It raised €294,428 from 5,089 backers, becoming one of the year’s top-backed video game projects. The funds helped create a new demo, shown at events like Tokyo Game Show and DICE to attract partners. Despite a playable demo, experienced team, and strong fan support, no publishing deals were secured.

“We are creatives, but we need funding to keep creating. Sometimes, even having a promising game concept with proven market interest and a strong team is not enough.” Studio highlighted the tough reality that even a successful Kickstarter can’t ensure a game’s completion. They expressed regret that neither they nor Kickstarter can refund backers, including those who pledged up to €800 for premium rewards, leaving some fans upset over unclear communication about the campaign’s goals.

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Josip Vincetić otkrio je što nas sve očekuje u Dark Queen of Samobor, avanturi nadahnutoj hrvatskom mitologijom https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/ https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/#respond Mon, 16 Jun 2025 13:53:49 +0000 https://www.indie-games.eu/?p=26359 Dark Queen of Samobor draws inspiration from rich Croatian mythology and literature, and is being developed by a studio from Osijek.

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Last week, we spoke with Josip Vincetić, a developer from Osijek, via Discord. Alongside his brother Mato, he is developing Dark Queen of Samobor, also known as Crna kraljica, a linear side-scrolling adventure inspired by Croatian mythology and literary works.

We delved deeper into the game’s world, exploring its sources of inspiration, from Croatian mythology to literary works. We discussed the key role of the Croatian Audiovisual Centre (HAVC) in its development, learned what to expect from the game itself, heard about their experiences at Croatian gaming events, and found out which platforms will host this unique creation.

You can find Dark Queen of Samobor on Steam. The Vincetić brothers are also very active on Discord, with the game’s release date set for 2026, while a playtest is expected early next year.

Can you introduce us to the studio’s name, who makes up the team, and how the idea for Black Queen came about?

We chose the name Downtown Game Studio to promote Osijek, specifically Donji Grad, where we’re from. It doesn’t quite make sense since "downtown" usually means a city’s business center, and we live in the suburbs, but it’s Donji Grad, so Downtown it is.

We founded the studio in 2019, and Crna kraljica (Black Queen) isn’t our first game, at least not for consoles and PC. Before that, we spent three years developing hypercasual mobile games. I started the studio with my brother and another programmer, who later left us. That’s when our current programmer, Aleksandar Baranji, joined. Interestingly, while we were working on mobile games, Aleksandar was independently developing his own projects. We met, teamed up, and together released around 30 mobile games.

We always wanted to create a more serious game and hoped to hit it big with at least one mobile title to fund that dream. Though we didn’t achieve that financial breakthrough, collaborating with major mobile game publishers over those years gave us invaluable experience and knowledge.

The idea for Crna kraljica dates back to 2021, when we first submitted it to a HAVC public call. We weren’t accepted then, so we shelved the project and continued with mobile games. The turning point came in 2023 when we resubmitted it to a HAVC call, which was accepted this time, granting us initial funds for pre-production. This encouraged us to fully commit—we ended contracts with mobile publishers and focused entirely on Crna kraljica.

Besides our core trio, we have an incredibly talented concept artist from Zagreb, Fran Domljan, still a student currently interning with us. We hope this grows into a long-term partnership after his internship ends.

How Did You Come Up with the Story?

Inspired by the dark atmosphere of the last-gen console game Inside, we decided to create a similar side-scrolling experience. The opportunity arose with a HAVC contest, prompting us to develop a Croatian fantasy story. Growing up with dark fantasy films like Conan and Disney’s Sleeping Beauty, crafting a story in that vein felt natural. Our initial idea was to focus on characters from Ivana Brlić Mažuranić’s works and build a fantasy world around them. However, after consulting with Daniel Rafaelić, a renowned Croatian film scholar and historian, we were advised to explore less familiar themes. This led us to Šenoa’s “Zmijska kraljica” (The Serpent Queen), a poem about Barbara Celjska, the ruler of Medvedgrad known as the Black Queen.

When Daniel recommended Šenoa’s poem about the Serpent Queen, everything clicked. We realized we could build our own story on those foundations. Šenoa’s epic tells of a crusader who, returning from a campaign, encounters the Black Queen, the ruler of his homeland. A tragic love story unfolds between him, the queen, and his new love, a young girl. Our story diverges significantly from Šenoa’s, but it retains key elements: the queen, the crusader, and the young girl.

Šenoa’s tale served as a springboard for our own vision. However, we didn’t want to limit ourselves to Šenoa alone. Characters, locations, and events are rooted in Croatian mythology and culture, though we don’t strictly adhere to geographical truths. For example, the mountainous part of the game might resemble Velebit, but the characters there draw inspiration from other sources. Our goal is to create a dark fantasy world grounded in Croatian roots, blending elements from various literary works, including some characters from Ivana Brlić Mažuranić’s stories—we haven’t fully abandoned her influence.

Recently, you introduced the character and enemy Grabar, where do you draw inspiration for its look, and how do you come up with ideas for character designs?

We discovered Grabar while researching modern literature on Croatian folk tales and mythologies. Though such literature is scarce here, we strive to find and study available sources. For example, Vida Balog’s Hrvatska bajoslovlja explores ancient beliefs before the arrival of Christianity. In certain parts of Croatia, these beliefs still linger, with older generations passing down stories of ancient beings, as some regions only later fell under Christian influence.

It was through these local testimonies that we learned about Grabara and their nature. Our vision of Grabara is closer to what locals call Vodenjaci. So, we didn’t strictly adhere to historical accuracy but drew inspiration instead. Our Grabara align more with the description of Vodenjaci from those tales, though we also include Vodenjaci in the game, also inspired by these stories.

We work hard to gather as many references from Croatian culture as possible. Daniel has been a great help, providing insights about the Black Queen and the historical context of her life. While we don’t strictly follow historical facts, we aim to weave as many elements from real Croatian medieval history into the game.

How Did the Collaboration with Sandra Lončarić, the Voice of the Black Queen, Begin?

Finding a voice for our Black Queen for the trailer turned out to be surprisingly easy, thanks to Daniel. We had a script ready for the trailer and knew we needed a voice, but we weren’t sure about the scope of collaboration for the whole game, nor how much it would cost or how much text would be involved.

Daniel asked who was providing the voice, and we admitted we didn’t know yet. He then suggested Sandra Lončarić, which seemed unreal to us at the time. The very next day, I spoke with Sandra over the phone and arranged a meeting. She loved the idea. We proposed she not only voice the trailer but also lend her voice to the Black Queen throughout the game, and she agreed.

I think Sandra recognized the potential in our game, and local patriotism likely helped since both she and we are from Osijek. She was immediately thrilled about the project, and we’re honored to work with her. The Black Queen is the main anti-hero in the game, driving the plot and serving as the primary antagonist. The player’s goal is to reach her and confront her, making her an incredibly important character.

What Can We Expect in the Game?

We’ve put special focus on “cinematic” moments, unforgettable scenes, and an engaging story. It’s a linear experience lasting 3-4 hours, meaning you can finish it in one slightly longer play session.

The game is divided into several chapters, each offering a unique atmosphere and a boss fight at the end. Each boss is inspired by characters from Croatian literature or legends. Defeating a boss unlocks a new ability that mirrors the defeated foe’s power. For example, there’s the Plague Witch, inspired by Šenoa’s “Kuginja kuća.” After beating her, she controls time, the player gains the ability to slow down time.

This is one of the first special abilities you’ll unlock, and you’ll need to use it in later chapters to solve puzzles and progress. We place a big emphasis on camera direction. Perspective shifts won’t be random; you can’t freely change the view. Instead, the camera is carefully directed from start to finish, with changes used to highlight elements in the environment or create dramatic effects.

One of our key mechanics is axe-throwing, clearly inspired by God of War. The axe is used in both combat and puzzles. Alongside it, players will gain other special abilities, whose exact designs we’re still developing. Each will be unique and useful when combined with combat and puzzles. You’ll be able to choose which abilities to use in fights. There won’t be heavy RPG elements like skill trees or extensive character development, as the focus is on the linear story. Think of our game as Inside, but instead of a boy, you play as a knight armed with an axe and magic.

You mentioned Neva as an inspiration, will there be seasonal changes?

Our game will use a similar principle of environmental shifts, but instead of seasonal changes, we’ll focus on the time of day. The idea is for the player to journey through an entire day, starting in the morning and ending in the deepest night. This will bring significant environmental changes, as you’ll pass through different biomes, like mountainous and forested areas. In swampy regions, for example, Grabar, monsters lurking beneath the water’s surface, will wait for the right moment to ambush an unwary player.

What other enemies can we expect to encounter during gameplay?

Besides Grabara, we can mention the Red Crows (Order of the Crow), as we’ve named them, ninja-like warriors shown in the trailer. They are one of the Black Queen’s units, tasked with patrolling and guarding a section of the forest the player traverses. Known for using various traps and devices, they avoid direct confrontation, aiming to slow the enemy with obstacles. Of course, they’re also highly skilled in combat. All enemies will have different variants. For instance, within the Red Crows, we have light, heavy, melee, and ranged versions. Additionally, each new biome will introduce new enemy types. While the Red Crows inhabit the forest, the mountainous areas will feature entirely new creatures and beings.

To What Extent Has HAVC Supported This Project?

I often emphasize that without the Croatian Audiovisual Centre (HAVC), our game wouldn’t exist. While the financial support we received from HAVC was crucial for pre-production, its true value lies in something much deeper. Game development is an incredibly expensive process, so the recognition and backing from an institution with such experience and expertise were key. It gave us the real push to start this project. Of course, without the financial help, we couldn’t have begun, but the collaboration with HAVC offers so much more, including promotion and support. We’re truly grateful for everything they do for us.

I’d absolutely recommend that anyone with a development idea give it a try and not let bureaucracy or paperwork scare them off. The application process is actually simpler than it seems. I can confirm that Benjamin Noah Marićak from HAVC is incredibly approachable and ready to assist with everything needed during the application. This kind of support is incredibly valuable for the entire gaming community. The more quality projects we submit to HAVC, the more funding will flow back into the industry.

So, submitting an idea can’t hurt, and you might gain financial support, media exposure, mentorship, and key assistance for developing your own game. Therefore, I strongly encourage everyone to apply.

Are You Considering Launching a Kickstarter Campaign and Looking for a Publisher?

We’re currently preparing for a Kickstarter campaign set to start in early September, mainly to secure funding for further game development. At the same time, we’re actively seeking publishers and are in talks with several. If we secure funding through a publisher, the Kickstarter might not be necessary, but we’re not counting on that.

As a studio, you’ve attended the biggest gaming events in Croatia, what have been some of your experiences?

Participating in festivals like InfoGamer in Zagreb, the region’s largest indie game event, and Reboot Develop Blue in Dubrovnik, one of the world’s biggest gatherings, has proven invaluable for getting feedback on our game. At every conference and festival we attended, we brought a game prototype on a laptop, letting visitors try it out and share their impressions. Getting feedback this early in development is crucial.

For example, we’d arrive in Zagreb with one version, gather feedback, implement it, and then bring an improved version for another round of testing. Through this process, we found numerous bugs and received great suggestions that we added to the game. This is the primary benefit of such events, alongside the added exposure and visibility.

We were also featured on the Best Indie Game channel back in January. We weren’t sure how they found us, but they ranked us 25th on their top 25 list of new side-scrolling games. It was perfect since we were at the start of the video, and on the same day it was released, we gained 500-600 new wishlists from that single video. Recently, we applied again to his showcase, where he personally selects games he likes, and we made the cut. I can confirm firsthand that showcasing on bigger channels is worth it, as it definitely boosts visibility.

Where Will Dark Queen Be Playable? Can We Expect a Demo Version on Steam?

We’re primarily developing the game for PC, but our goal is to release it on all consoles—PlayStation, Xbox, and Switch. Whether we succeed will depend on our financial situation and potential partnerships with publishers who can support us. We think our game would fit perfectly on Switch 2, especially now that it’s out.

We plan to release a demo on Steam next year, closer to the game’s launch. We want to maintain good momentum between the demo and the full release, so it will likely be available during Steam Next Fest, about a year from now.

However, players will get to try the game earlier. This year, we’re planning a closed alpha test with part of the community, followed by a more open beta in the second or third month of next year. Only then, next summer, will the official demo hit Steam.

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Rebuild a dwarven legacy in Regions of Ruin: Runegate, trailer reveals base-building mechanics https://www.indie-games.eu/en/rebuild-a-dwarven-legacy-in-regions-of-ruin-runegate/ https://www.indie-games.eu/en/rebuild-a-dwarven-legacy-in-regions-of-ruin-runegate/#respond Fri, 13 Jun 2025 21:30:01 +0000 https://www.indie-games.eu/?p=26309 This game blends open-world exploration with fast-paced hack-and-slash combat.

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The MIX Summer Game Showcase 2025 revealed trailer for Regions of Ruin: Runegate, a RPG hack-and-slash adventure from Gameclaw Studio and publisher Raw Fury. Trailer introduces a world where a lone dwarf fights to restore a lost civilization. Set to launch on PC via Steam in 2025, Regions of Ruin: Runegate builds on the beloved Regions of Ruin universe with a new story and combat.

This game blends open-world exploration with fast-paced hack-and-slash combat, sending you across diverse landscapes, from forests and caverns to treacherous, storm-swept regions. Along the way, you’ll battle goblins, monsters, and other foes determined to wipe out the last dwarves. Our draw hero is wielding a range of weapons and skills, highlighting the game’s dynamic and customizable fighting styles.

Beyond combat, Regions of Ruin: Runegate emphasizes rebuilding and community. As you journey, you’ll meet dwarven allies in need of help, offering aid to recruit them to your cause. By gathering resources like ore and timber, you can construct new facilities, unlock advanced technologies, and create a safe haven for your kin. The trailer revealed glimpses of base-building mechanics, showing how you transform barren lands into thriving settlements.

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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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