Fantasy - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 19 Jun 2025 14:52:26 +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 Fantasy - IndieGames https://www.indie-games.eu/en 32 32 Netherworld Covenant je soulslike roguelike naslov koji zaslužuje vašu pažnju https://www.indie-games.eu/en/soulslike-roguelike-title-netherworld-covenant-deserves-your-attention/ https://www.indie-games.eu/en/soulslike-roguelike-title-netherworld-covenant-deserves-your-attention/#respond Thu, 19 Jun 2025 14:52:26 +0000 https://www.indie-games.eu/?p=26473 Combat in Netherworld Covenant focuses on precision, not button-mashing.

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Netherworld Covenant, a dark fantasy action game mixing tactical soulslike combat with roguelike elements, entered Steam Early Access on June 18, 2025. Developed by the two-person Chinese studio MadGoat Game Studio and published by Infini Fun, this 3D isometric game is set in the cursed land of Languireg, where players use the forbidden Nether Lantern to fight corrupted heroes and demonic lords.

Combat in Netherworld Covenant demands precision, not button-mashing. You’ll need to master parries, dodges, and an Ethereal Dash to avoid incoming attacks, aiming for critical hits at just the right moment. This risk-reward system punishes mistakes, making stamina management crucial against varied enemies like beast hunters, archers, and even soul-devouring ones.

The Soul Companion system allows you to summon allies such as Swordsmen, Rangers, Guardians, or Rogues. Each companion has unique abilities, letting you bypass obstacles, ambush enemies, or evade powerful attacks. With over 100 skill combos, 15 main weapons, and five sub-weapons, you have plenty of options to craft diverse builds that match your preferred playstyle.

Exploration in Netherworld Covenant happens within procedurally generated labyrinths. The Early Access version features four distinct chapters: Dungeons, Village, Coastal Fishing Hamlet, and Black Tower. Each chapter boasts unique landscapes, two elite bosses, and a final chapter boss. Defeating bigger enemies, such as giant beasts or fallen heroes, grants temporary boosts and resources, helping you improve your progress.

Between runs, you’ll return to a borderland camp where you can craft demon-blood weapons, gather supplies, and form new spectral allies. Developers at MadGoat Game Studio plan to add new chapters, weapons, relics, and difficulty levels while fixing bugs.

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Chaotic Co-Op Game Goblin Cleanup Launches in Steam Early Access This August https://www.indie-games.eu/en/chaotic-co-op-game-goblin-cleanup-launches-in-steam-early-access-this-august/ https://www.indie-games.eu/en/chaotic-co-op-game-goblin-cleanup-launches-in-steam-early-access-this-august/#respond Wed, 18 Jun 2025 21:50:21 +0000 https://www.indie-games.eu/?p=26469 In Goblin Cleanup, gameplay focuses on tasks to revive dungeons.

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Crisalu Games and publisher Team17 Digital will launch Goblin Cleanup on Steam Early Access on August 28, 2025. This co-op cleaning game puts players in the role of goblin maids cleaning up messy dungeons after adventurers. Blending party genre with cooperative action, it turns tasks like mopping blood, resetting traps, and avoiding monsters into hilarious chaos.

Whether tackling the mess solo or teaming up with up to three friends online, the game has a touch of mischief, you can accidentally (or not-so-accidentally) make things messier. Dungeons are dark and dangerous, filled with active traps and roaming monsters, so stay alert while using tools like the slime-topped mop, mimic or slime dispensers to clean blood from floors and ceilings.

Additionally, you’ll repair broken objects like barrels and crates, placing them back to keep the dungeon’s authentic vibe. Resetting traps is essential, but watch out, some stay active and can surprise careless goblins. You’ll also respawn creatures, clear their remains, and handle monsters, while refilling treasure chests with loot prepares the dungeon for future adventurers.

Team17 producer Louis Reeve said: “Crisalu Games has been great to work with, and their passion for delivering a fun dungeon-cleaning experience shines through! We’re thrilled for players to dive into Goblin Cleanup and start their shift — just watch your step!” A Kickstarter campaign in October 2024, backed by over 3,000 supporters, unlocked rewards like a custom boombox, photo mode, and themed dungeons.

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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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Morrowind-style RPG Ardenfall comes alive in our developer interview https://www.indie-games.eu/en/diving-into-ardenfall-morrowind-style-rpg-interview/ https://www.indie-games.eu/en/diving-into-ardenfall-morrowind-style-rpg-interview/#respond Wed, 04 Jun 2025 18:40:36 +0000 https://www.indie-games.eu/?p=25093 When we had the chance to dive deeper into Ardenfall, we just had to chat with the developers about it.

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When we had the chance to dive deeper into Ardenfall, we simply had to chat with the developers about it. For those who don’t know, Ardenfall is an open-world, first-person RPG which is being developed by Spellcast Studios, and is set to launch in Early Access on Steam in late 2025. Inspired by The Elder Scrolls III: Morrowind, it immerses you in the Isle of Ardenfall, a compact yet diverse world of windy plains, flooded wetlands, ancient ruins, and dungeons.

You begin as a nobody, traveling to the settlement of Garkai, with no overarching main storyline. Instead, the game emphasizes emergent narrative, where your choices shape the world through interactions with hundreds of unique NPCs, faction alliances, and quests. Deep character customization like race, attributes, traits, and starting faction unlocks varied dialogue and consequences, affecting how NPCs trust or distrust you.

A really interesting thing about Ardenfall is that it skips traditional quest markers. Instead, it uses a “ring of interest” on the map to guide lost players, mimicking Morrowind’s exploration-driven approach. Every NPC home is enterable, and you can steal items. Beyond standard weapons, you can use unconventional tools like a “potion of silence” for stealth kills or a throwing knife of fire.

The project began in 2017 with a couple of college students. Since then, they’ve gained new teammates and released an Ardenfall demo in 2022, which was a great success. Thousands of players tested the game, leading to a total of 30,000 wishlists on Steam.

What inspired Ardenfall, and what kind of RPG are you aiming for? How much freedom will players have in the game?

Ardenfall’s largest inspirations are classic action RPGs such as Morrowind and Fallout New Vegas. We’re aiming for an RPG that promotes reactivity and player choice through dialog, branching quests, and sandbox gameplay. Players will be able to enter any building (and rob the inhabitants blind), build a reputation with everyone in the world (or go the evil route and kill all characters, even “essential” NPCs). Our goal is to drop as many boundaries as we can, and allow players to experiment and play their own way!

How big is the team, and when do you plan to release Ardenfall?

Our core team is five devs, with a handful of support devs and voice actors. We’re planning to release Ardenfall into Early Access on Steam in late 2025.

The Steam demo is available, what does it include, and how will it compare to the full game?

Our 2022 demo includes a large region, a town with 40 NPCs, several quests, and multiple dungeons. It’s a considerably large area! But with the early access launch, the game will be over 4x the size, with a lot more density, quality, and features.

Beyond the demo, we’ve put a ton of focus on creating quests and locations that flesh out our world further, giving players a better look into the history, magic, and politics of Ardenfall and beyond. As we’ve added new towns, dungeons, and regions, we’ve ensured a high replayability and changes to the world players can create. New features will be present in the game – alchemy, expanded spells and potions, new enemies, durability and repairing, dodging and improved combat, and more.

After the initial release of the Early Access, we have a roadmap that involves expanding the world, introducing a perk system, guilds, and more. We’re incredibly excited to have players fully explore the world we’ve made so far, and look forward to growing the game based on feedback from the community.

Indie RPGs often face ambition vs. resource challenges. What’s been the toughest hurdle for Ardenfall, and how did you tackle it?

Developing Ardenfall has absolutely been a challenge for our small team. It started out as a passion project and has remained so, and thus funding was never an issue. We started off as students without any industry experience but simply had the desire to create a unique experience to fill an RPG niche that we felt was missing for over a decade. The journey has been the most important aspect as we continued to learn new things and it was exciting to adapt and evolve to make the game better in all aspects of design.

Project management and creating deadlines for ourselves have been a great challenge. The first six years were focused on building the engine and tech to support building the vast world we had imagined. We tried several different options to document and track project goals and shifted a ton. In the end we landed on something that was most accessible and easy to document using shared cloud drives and communicating with frequent check-ins with work sessions sometimes spanning hours long into the night.

The documentation process has been the most important aspect as we narrowed down each project’s scope, discovered gaps, and prioritized what’s needed for the next phase. This hasn’t been perfect, but over time we’ve learned what’s needed and what can be de–prioritized for later.

Tell us more about the alien world of Ardenfall. What factions and characters will we encounter?

Ardenfall doesn’t feel like an adventure you’ve had before – we’re inspired by Eastern Asian / South Eastern Asian and other cultures (in large part due to much of the team being from these cultures), that are less common in western RPGs, and have the goal to create a world that is both alien and grounded as if it could be a real place. Instead of each fantasy race having a single monoculture like many fantasy worlds, Ardenfall has a lot of subcultures that bounce off each other in interesting ways both in lore and in game.

The island of Ardenfall is controlled by several native clans, from wannabe techno-imperialists to militaristic isolationists to wine peddling slavers. This power is in question due to a foreign empire introducing a boon of trade, wealth, and law into the land of Ardenfall. Two of the three clans have succumbed to the will of this empire – what will happen next will be affected by the player.

How important are race, tattoos, attributes, and traits in character creation? Do they significantly impact gameplay? Can you give an example?

Character creation is very important for the gameplay that will follow.

  • Attributes are your core stats – Strength, intelligence, agility, and charisma. These values are essentially set in stone, with some rare items giving boosts, and some even rarer ways to increase them permanently.
  • Skills are more flexible – Your initial skill values are affected by your major skills that you choose, combined with relevant attribute values. If you have a high strength, then you’ll have higher weapon skills, and if you have higher intelligence, then you’ll have higher magic related skills.
  • The player race will both affect how others see you – Characters will mention your race, some will give snide remarks, and others may even refuse to talk to you), as well as give special stat modifiers: Karu Elves are adept at stealth, while Obsidian Dwarves are great at wearing Heavy Armor.
  • Traits are used to unlock dialog interactions – Perhaps you’ll use a “Criminal” trait to scare someone into giving you money, a “Scholar” trait to learn additional lore, or the “Mechanics” trait to repair a machine.

At the end of the day, pretty much every stat is used in dialog options, when interacting with objects in the world and completing quests, and of course during battle.

What can we expect from combat? Is it similar to Avowed or Elder Scrolls? Any standout mechanics you’d like to point out from the trailer?

The design for combat is built around sandbox elements with an array of different play styles in a first person view. The player is free to use swords, magic, stealth, throwing potions and much more at any time. The player can still specialize in skills to unlock each weapon’s full potential but there are no hard requirements preventing players from using items outright.

Something we avoid compared to some RPGs is a hard level requirement for equipping items – this goes against our design philosophy of player freedom. Rather than gamifying the requirements, the weapons may just be less effective if skill requirements aren’t high enough.

Combat itself is meant to feel dynamic and fluid between different enemy types. Monsters can teleport, dash, or dig to maneuver around the player. The goal is to keep the player on edge, switching between different combat tools like throwing potions to poison or stun enemies, casting a levitation spell to gain high ground, or pushing enemies away with a gust of wind magic. There are a lot of different approaches to combat and the design is built around freely experimenting and discovering fun ways to defeat enemies.

The environment introduces complexity as well – rain or water will apply wetness, which cancels out fire damage, but increases shock damage. Fighting enemies or running around in the dirt may make you dirty, which will reduce many npc’s opinions on you – getting wet or using soap will clean you right up.

How do NPCs influence gameplay? Do they offer quests, protection, or act as mercenaries? It seems stealing is really emphasized in the game, something we rarely see nowadays.

NPCs in Ardenfall are incredibly important. Many provide quests, act as traders, or offer fast travel for a price. Players will come across a variety of NPCs where increasing reputation can lead to economic gain, unlock rewards that have permanent effects on the player. Gaining favor from one faction can result in a betrayal from another, locking away options and unlocking others. All this creates a truly reactive world with consequences that can be rewarding or punishing depending on player actions. This allows for high replayability as NPC faction and reputation systems can open or close doors to the player.

The stealing aspect is really important as there is various tech involved to ensure items are “owned” by a particular NPC. A fun thing we discovered through building the system is not only can you pickpocket an NPC, the reverse can be done as well, such as putting an item into an NPCs inventory. I wonder what will happen if you place a potion of explosion in someone’s pocket? Only one way to find out!

How significant are the political and economic aspects of the game? Will players have the ability to rebuild or construct new cities?

Ardenfall’s world is shaped by a web of political and economic histories, interconnected across factions and eras. The largest way players will be interacting with these concepts is through quests and dialog – you aren’t merely sent on a quest to collect an old ring, but instead you may be sent to assassinate a political opponent, erase wrongdoings of allies, or find yourself being merely a pawn.

Players can affect the world in large (and sometimes quite visually stunning) ways, changing how characters react to you, unlocking new quests, and even altering the economy. Prices on certain items will rise and fall depending on your decisions, affecting both yourself and others.

What can we find in the dungeons?

Dungeons are the best place for players to find dangerous monsters to slay, and rare and unique items to help you along your journey. Each dungeon is handcrafted, with many being quite expansive – secret rooms, hidden treasure, and glimpses of an ancient world await those brave enough to explore.

The low-poly art style looks amazing. How did you choose it, and how does it shape the game’s tone?

In a way, you could say that Ardenfall’s art style is utilitarian – dropping most textures and embracing a non-realistic artstyle allowed us to produce more models, necessary for such a large game!

We try to push the brightness and saturation of the colors, especially the fog and sky. The stylized look also lends a more abstract feel to the game, allowing us more flexibility with game systems that would look goofy and out of place in a graphically realistic world.

The tone of Ardenfall is a blend of serious and light hearted. Our world often takes itself pretty seriously, but not in a dark fantasy blood-and-guts everywhere sort of way – instead we are more interested in presenting a very beautiful and rich world, and showcasing equally beautiful and rich cultures, while also presenting their flaws and dangers.

With so many RPGs releasing every year, how will Ardenfall stand out? What do you think will attract players most?

We believe Ardenfall can stand on its own even in this current market. The “total freedom” aspect is very important to us, as is the reduction in hand-holding, both of which we view as a clear desire for certain groups of players.

Our dream is for players to fall in love with this world as deeply as we have. There’s something magical about stepping into a bustling inn, the light of two moons spilling through the bamboo windows, while the cheerful rhythm of jelly drums drowns out the distant cries of beasts in the wilderness. After braving temple ruins and cutting down ancient horrors, there’s no better reward than a strong drink and a slurred conversation with the locals. Rest well – tomorrow, anything could happen.

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Cyber-Fantasy Metroidvania SHADE Protocol Revealed New Trailer, Set for 2026 Release https://www.indie-games.eu/en/cyber-fantasy-metroidvania-shade-protocol-reveals-new-trailer/ https://www.indie-games.eu/en/cyber-fantasy-metroidvania-shade-protocol-reveals-new-trailer/#respond Tue, 03 Jun 2025 15:09:34 +0000 https://www.indie-games.eu/?p=25819 A rogue AI force is pushing the world towards total destruction, and you're the key to stopping it.

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SHADE Protocol, debut title from North American indie studio Little Legendary, is set to hit PC via Steam in 2026. This isn’t just another game; it’s a collision of music, code, and intense combat, promising something completely different. Revealed with a new trailer, this 2D cyber-fantasy Metroidvania throws you into a world of exploration and high-speed battles.

In SHADE Protocol, a rogue AI force is pushing the world towards total destruction, and you’re the key to stopping it. You’ll control a woman who can switch between two forms: DAWN and SHADE. Each form completely changes your combat style and abilities. Imagine DAWN as quick and agile, perfect for precise attacks, while SHADE unleashes raw, destructive power.

Your weapons, called Instruments, are anything but ordinary – every weapon is tied to a musical theme, making every fight feel like a symphony. The Protocols system is a true game-changer, letting you completely recode your playstyle and even enemies. You can combine specialized code fragments to tweak your attacks, defenses, or abilities, while also being able to hack foes to alter their behavior.

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Brazilska roguelike igra 9 Kings dosegla je broj od 13.800 istovremenih igrača https://www.indie-games.eu/en/brazilian-indie-9-kings-hits-13800-concurrent-players/ https://www.indie-games.eu/en/brazilian-indie-9-kings-hits-13800-concurrent-players/#respond Mon, 02 Jun 2025 11:08:26 +0000 https://www.indie-games.eu/?p=25810 Sad Socket was founded by childhood friends Andre Young and Rafael da Silva Melo.

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Fast-paced roguelike kingdom builder by Brazilian developer Sad Socket Games, 9 Kings, reached 13,800 concurrent players on Steam just 10 days after its Early Access launch on May 19, 2025. This makes it one of the biggest PC game debuts ever for a Brazilian studio. Publisher Hooded Horse announced the milestone on X, thanking players for supporting the “underdog hit.”

In 9 Kings, you start with a small village and build it into a powerful kingdom by playing cards to summon units like knights, warlocks, or imps. The game shines with its chaotic deck-building, letting you create wild combos, such as explosive wizards or necromantic sheep, to defeat enemy kings. Each of the nine kings has a unique deck, and looting enemies unlocks their cards, offering endless strategies.

Sad Socket was founded by childhood friends Andre Young and Rafael da Silva Melo. Young, a YouTube star with around 800k subscribers and creator of Latin America’s largest Game Jam, brought experience from games like Seraph’s Last Stand. Melo, a creative director with a background in film and advertising, shaped the project’s vision. They also shared on Steam: “We’re just two guys chasing a dream”, crediting the community’s 170,000 wishlists for their success.

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Pioneers of Pagonia izlazi iz Early Accessa kasnije ove godine https://www.indie-games.eu/en/pioneers-of-pagonia-to-exit-early-access-in-2025/ https://www.indie-games.eu/en/pioneers-of-pagonia-to-exit-early-access-in-2025/#respond Tue, 27 May 2025 15:10:30 +0000 https://www.indie-games.eu/?p=25525 Developer Envision Entertainment recently released its first "roadmap" for 2025.

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The medieval-fantasy city builder Pioneers of Pagonia is gearing up for a big year. After being in Early Access on Steam, the game is now set to launch its full version in the second half of 2025. Developer Envision Entertainment recently shared their first 2025 roadmap, teasing two major updates and a long-awaited story campaign.

The first update, dubbed the “Major Economy Update”, is just around the corner and overhauls the game’s core mechanics. Previously, players could dive into Pagonia’s world with a fully equipped settlement, ready to conquer the land. Now, there’s an option to start small: a handful of Pagonians, no supplies, and a whole lot of ambition. This new mode lets you slowly craft resources, goods, and buildings from the ground up, offering a more gradual and rewarding challenge.

Beyond the new starting options, the update tweaks and balances settlement development. Eight new buildings join the roster, giving players even more tools to shape their medieval hamlets. A shiny new economic overview screen keeps track of your progress, so you can see your village’s growth at a glance. The world itself is getting a visual glow-up, too, with optimized map generation that introduces dramatic, winding landscapes and steep cliffs.

Later in 2025, the second update will shift its focus to creativity and community. A map editor will let players design their very own worlds with extensive customization options, and you’ll even be able to share and play community-created maps directly in-game. While details on the story campaign are still under wraps, Envision promises it’s coming, and it’s sure to add a narrative depth that fans have been craving.

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Directorate Novitiate otkrio je novi narativni trailer, ulazi u Early Access na ljeto 2025 https://www.indie-games.eu/en/directorate-novitiate-unveils-new-narrative-trailer-hits-early-access-summer-2025/ https://www.indie-games.eu/en/directorate-novitiate-unveils-new-narrative-trailer-hits-early-access-summer-2025/#respond Thu, 15 May 2025 10:58:05 +0000 https://www.indie-games.eu/?p=24856 Directorate Novitiate is a third-person narrative-driven RPG, where branching choices shape the story, relationships, and combat style.

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Nesting Games has released the narrative trailer for Directorate Novitiate, an urban fantasy action RPG set to launch in Early Access on Steam this summer, with a full release planned for PC, PlayStation 5, and Xbox Series X/S in 2026. The trailer introduces Kana Luna, known as Mercury, a young woman caught between her ordinary life and the magical criminal underworld of 2006 Los Angeles.

With moody noir visuals and quiet intensity, the trailer reveals Mercury’s double life as a daughter and friend by day and a skilled assassin by night, navigating a secret war between magical Syndicates. The trailer highlights themes of grief, rage, and impossible choices, teasing the emotional weight of her journey and the stakes of her survival.

Directorate Novitiate is a third-person narrative-driven RPG, where branching choices shape the story, relationships, and combat style. Set in a reimagined Los Angeles infused with magic, the game blends cinematic action with deep role-playing elements. Every friend, rival, and location hides secrets, and each decision carries lasting consequences. The game’s 20-25 hour campaign emphasizes replayability through varied dialogue and combat builds, drawing comparisons to Mass Effect and Vampire: The Masquerade – Bloodlines.

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Od društvene do digitalne igre, cozy strateška igra Flamecraft stiže na Steam https://www.indie-games.eu/en/monster-couch-unveils-cozy-dragon-strategy-game-flamecraft-for-pc/ https://www.indie-games.eu/en/monster-couch-unveils-cozy-dragon-strategy-game-flamecraft-for-pc/#respond Tue, 13 May 2025 14:33:37 +0000 https://www.indie-games.eu/?p=24793 You play as Flamekeepers in a fantasy town where artisan dragons craft goods for shopkeepers.

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The studio known for digital board game adaptations like Wingspan and Quilts & Cats of Calico, Monster Couch, has revealed Flamecraft, a video game version of the tabletop strategy game, set for release on PC via Steam. While no launch date was confirmed, the trailer highlights a dragon-filled world blending cozy aesthetics with tactical gameplay, appealing to both solo and multiplayer fans of the original.

In Flamecraft, you play as Flamekeepers in a fantasy town where artisan dragons craft extraordinary goods for shopkeepers. The goal is to earn the most reputation points to claim the title of Master of Flamecraft, as you strategically place dragon artisans in the town’s bustling shops to gather resources like iron, bread, or potions, which are used to cast enchantments that trigger powerful ability combos.

Befriending Fancy Dragons unlocks unique abilities, boosting reputation through one-time effects or end-game scoring opportunities. Every decision shapes the path to victory, with randomized dragon and shop appearances ensuring varied playthroughs. The game also offers diverse modes, including singleplayer against AI, relaxing custom games for friends for up to five players, and solo mode featuring a heartwarming story that expands the game’s lore. With over 70 animated dragons and 30 unique shops, the 3D town comes alive with visuals based on Sandara Tang’s illustrations.

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Crowned In Steel je obećavajuća brutalna akcijsko-avanturistička igra čiji demo možete isprobati već danas https://www.indie-games.eu/en/crowned-in-steel-promises-brutal-action-adventure-with-playable-demo/ https://www.indie-games.eu/en/crowned-in-steel-promises-brutal-action-adventure-with-playable-demo/#respond Thu, 08 May 2025 19:14:19 +0000 https://www.indie-games.eu/?p=24575 The game focuses on skill-based combat, where victory depends on your mastery, not just weapon strength.

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Duo developers from Sverun have announced Crowned In Steel, a skill-driven action-adventure game inspired by heroic fantasy classics, set to release on PC via Steam. While no official launch date has been confirmed, a demo is now available on Steam as well, offering players a taste of its intense combat and atmospheric world.

In Crowned In Steel, you set out to prove your worth, crushing foes and defying fate to claim power as a usurper. The game focuses on skill-based combat, where victory depends on your mastery, not just weapon strength. Freely mix tactics: charge boldly, defend tactically, parry, dodge, or counterattack, all while adapting your playstyle without being tied to class-specific stats.

The game features challenging opponents that demand quick thinking and tactical precision, keeping you on edge as you face foes who test your combat skills. A diverse arsenal of weapons lets you crush, slice, stab, or pummel your way through enemies, offering multiple approaches to each encounter. The journey unfolds across semi-open levels, from grim dungeons to snowy temples, each environment crafted to immerse you in a dark, fantastical world.

The post Crowned In Steel Promises Brutal Action-Adventure with Playable Demo first appeared on IndieGames.

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